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The Top 10 Popular VR Game Development Tools

Logic Simplified

Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. Looking for stunning 3D product renders for your ecommerce website? Get 20-min free consultation on how Unreal can change your game idea.

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The Spine Animation Story at Logic Simplified

Logic Simplified

Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. In each mesh vertices are placed to define how we want to move the character. Bones are created to help the mesh move and provide fine-tuned control. It is these vertices which can be moved.

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

CG Spectrum

Not only does LOD support faster rendering, it does so in a way that doesn't negatively impact the visual quality of an asset. They can be rigged and animated, placed as a stationary object in a scene, combined with other assets to create a set/environment, simmed or destroyed, and used for shadows or holdouts.

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Little Racer – 3D Art

The Knights of Unity

We tried to solve this issue with Unity’s Line Renderer, but that tool doesn’t allow to do it properly. 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. As you can see above, the lines have different lengths.

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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

It’s the perfect replacement for Unity’s UI Text and the legacy Text Mesh. . The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. High quality rigged low poly animals with amazing animations, stunning demo scenes, multiple textures, sounds and Wander Script.

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Filmmaking in Unreal Engine — how Hanny created her arthouse cinematic

CG Spectrum

In the second last week of the course, my landscape shot was crashing all the time when I tried to render it in Sequencer (never render only until the last moment!). So handling a full landscape with high-resolution Megascan foliage mesh was painful. It took me two days to go through all the assets in the scene.

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A small defense of glTF 2.0 on its comparison against OpenGEX

Mircosoft Game Dev

In a scene description format, materials can be contained in instances (as in, the instance is the mesh used, the transform in the world, and the material) or inside meshes (mesh comes with a material). does to meshes (the later). This allows the renderer to not render triangles that are not facing the camera.

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