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

CG Spectrum

These include: Bump mapping Bump mapping is a texture mapping technique that simulates small-scale bumps, wrinkles, ridges, and other surface irregularities by altering the surface normals of a mesh but without actually changing the geometry.

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! With some further fixes like GH-102424 , GH-102497 , and GH-102477 , lightmap baking got a nice upgrade in this snapshot. The issue is tracked in GH-101391.

Beta 67
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Wishlist STARS REACH and its living world

Raph Koster

To go beyond that, you have to simulate. But what is really going on is that we are pulling the evolved version of how the simulation worked in UO and SWG into 3d space. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static).

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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 104
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How to Create a Game-Ready AAA asset

Logic Simplified

The gun has metallic surfaces and I wanted that successfully simulated. With that I have to create a low poly model of the gun on which we will bake the high poly details. Baking (Transfer high poly details in low poly model) The next step is extremely important. If you’re looking for perfection, then this is the stage for it.

AAA 78
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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

World position offset simulation for ray traced instanced static meshes (beta) Allows ambient motion of foliage like trees and grass. Uses approximate technique of shared animations to reduce overhead for simulating a full forest. Selectable per instance type.

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Theia Interactive Generates Realistic and Interactive Scenes with DLSS and RTX Global Illumination

Nvidia

Because the lighting is baked in, it’s difficult to test out multiple lighting scenarios. Theia could have pre-baked all of the configurator customization options, but that would have resulted in thousands of configurations for custom models. So pre-baking all of those options would have been nearly impossible.