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

CG Spectrum

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. Retopology is an essential step in creating 3D models for animation, games, and other interactive media. What is level of detail (LOD)?

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Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. You can compose the NavigationRegion as you like, mine looks like this: Note: The meshes have a common static body under their node.

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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. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry.

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Little Racer – 3D Art

The Knights of Unity

What’s more, it’s easy to imitate movement by creating a simple animation, as we did in the booster’s model. To solve the problem we rearranged the mesh and added some edge loops along track parts. Creating animations for animals wasn’t an easy part. Adjusting mesh, rig and skinning needed a couple of iterations.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A refactor of Animation APIs to change the stop(reset: bool) to two separate stop() and pause() methods ( GH-71218 ), as was heavily requested by the community. OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ).

Beta 110
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A refactor of Animation APIs to change the stop(reset: bool) to two separate stop() and pause() methods ( GH-71218 ), as was heavily requested by the community. OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ).

Beta 85
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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