Remove Alpha Remove Baking Remove Clipping Remove Texture
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models.

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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. Take a look! We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done.

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Optimize Vegetation Generation

Mnenad

  Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. I just toggled the “Baked Pivots” option in the shader to ON. Subdividing the mesh in Cinema4D’s sculpting mode and baking a displacement map works great.

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