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CGS Dept. Head of VFX enters KitBash3D's Mission to Minerva Challenge

CG Spectrum

Four steps to take before you start building to ensure you're set up for success. From here you can make some selections of the buildings and props you would like to use. Selecting a base terrain. In the Mission to Minerva Kit, there are three different terrain materials supplied. Read Daniel's process and tips below.

Terrain 98
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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

Polygon count and texture optimization to maintain performance. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i). Enables dynamic world-building with non-repetitive assets. Cross-Platform Considerations Live-service games must be optimized for PC, console, and mobile.

Art 52
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Buildsystem: Fix feature build profile being parsed too late (and rename the option to build_profile ) ( GH-71508 ). Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Requires.NET SDK 6.0

Beta 99
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. First off: I learned a lot about Unity’s build in batching system.   Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible. Step by step to dense vegetation and acceptable FPS.

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

So as not to impose the additional dependency on the Mono SDK to users of other scripting languages such as GDScript or VisualScript, the C# support comes in a separate build of Godot (labeled the "mono" build). This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets.

Render 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. In-game models used in the cutscenes are obviously not suitable for close-up cutscenes in terms of texture or polygon quality. Fortunately, the art design of the game performs well. The grand scene).