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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. Generally, the closer to camera, the more level of detail (surface details, textures, shadows, etc. Retopology is an essential step in creating 3D models for animation, games, and other interactive media.
After working with the hair cards for awhile, it dawned on Pete that he could actually create a proxy texture that would easily troubleshoot the orientation of each card. During his first official pass, Pete was finally able to make the textures and shaders work in tandem. Convenient, right? 3D Environmental Design.
You may have already seen some of this content on social media, in blog posts, or in alpha release notes. Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. Check out the video!
Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. You can also follow our dev journey on social media via the links below. Take a look! The ACS Games Dev Team.
Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models. Sound Design.
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