Remove Baking Remove Rigging Remove Shaders
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

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.

Games 71
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From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

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.

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Little Racer – 3D Art

The Knights of Unity

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.

Art 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

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.

Dev 52