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

CG Spectrum

Head of VFX Daniel Hourigan ( Aquaman , The Hunger Games: Mockingjay , Terminator: Dark Fate ) takes us through how he built his KitBash3D Mission to Minerva settlement in Houdini, detailing key steps from his recent informative livestreams, including a great workaround for creating a fast rendering volumetric glow. Selecting a base terrain.

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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Another critical thought was that I want to batch the vegetation meshes and some other meshes on runtime while playing the game. He updated the asset one day later which I consider great support. Step by step to dense vegetation and acceptable FPS.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. Full principled BSDF.

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