
Of course the final model will have thin walls and real openings for doors and windows, avoiding evil overlapping z-buffered alpha images as textures. And columns. Preferably sculpties with multiple level-of-detail problems fixed.
See? Spend a year or two in Second Life and even a Baroque antique like myself will start speaking like a native.
**Update. There's a button in the material render pipeline panel for "Only Cast Shadows", Hooray! Blender nodes may lay undisturbed for the moment (better to let sleeping dogs lie).
Blimey! That looks amazing!
ReplyDeleteAnd it's only ten prims and two textures (so far).
ReplyDelete