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The optimization of shaders combines calculation simplification methods which lowers both shader passes and processing redundancy. The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance. Simplify Rigs: Remove unnecessary controllers, constraints, and bones.
Why it matters: Efficient UV mapping and normal map baking allow high-detail textures to be applied to low-poly models, preserving visual fidelity without unnecessary computational overhead. Bringing Characters to Life Rigging gives static models movement, defining a skeleton of joints and controls.
We created 4 UV sets of each car and wrote a shader that swaps them. Adjusting mesh, rig and skinning needed a couple of iterations. A baking light map wouldn’t help either (trees are moveable objects – can be hit by cars passing by), so the only reasonable option was to decrease the number of polys.
Moving forward, Joe will continue to refine and improve the look of the fur, adding a dither effect to the hair shader to soften the edges of each card. Next, Pete exported the hair cards into Unreal in order to build a universal hair shader that could then ultimately be applied to every fur-havin' character in Kristala.
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