Remove Baking Remove Mesh Remove Texture
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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.

Beta 106
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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

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. For example, when viewing an object from far away, only basic features such as color and geometry may need to be visible.

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How to Create a Game-Ready AAA asset

Logic Simplified

This is also a stage where you should not rush in order to get a perfect mesh flow. I used a Blinn Shader on the asset to spot any issues with the mesh. A high poly mesh model of the gun came into being. With that I have to create a low poly model of the gun on which we will bake the high poly details.

Asset 75
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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry. First of all, you need to make sure your meshes have an UV2 layer. How does it look? How do I use it? Tweaking Options.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. Editor • Support baking high-precision lighting maps to get a better baking effect. The native platform supports main.js build templates.

Render 52
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Fix Tab key usage in the inspector ( GH-71271 ).

Beta 110
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Little Racer – 3D Art

The Knights of Unity

Almost every 3D asset is painted using only one atlas texture. As I mentioned before – almost every 3D object uses the same atlas texture. To solve the problem we rearranged the mesh and added some edge loops along track parts. Adjusting mesh, rig and skinning needed a couple of iterations.

Art 52