← Gaming news
Steam announcementView the game on SifterOctober 3, 2026

Gator Material Studio 1.3.1

Bake Accuracy

  • Fixed high-resolution baking so selected resolutions are now used directly instead of relying on lower-resolution working images that were later upscaled.
  • Corrected padding behavior so the requested padding amount remains consistent across different bake resolutions.
  • Improved tangent-space Normal baking for mirrored UV islands.
  • Improved Object ID and Material ID baking when projecting from high-poly meshes.
  • Position maps now use model-wide bounds so multi-material texture sets share a consistent coordinate range.
  • Improved custom cage projection direction and validation.

GPU Baking

  • Added GPU acceleration for high-poly Normal map projection.
  • Normal, Ambient Occlusion, Bent Normal, and Thickness baking can now use tiled GPU processing up to 4096 resolution.
  • GPU workloads are processed in smaller chunks to reduce peak VRAM requirements.
  • CPU baking remains available as a fallback when the GPU path cannot be used.

High-Poly Workflow

  • Improved high/low mesh name matching behavior.
  • Failed name matches no longer silently fall back to every high-poly mesh.
  • Added caching for full and name-matched high-poly BVHs.
  • Improved performance when toggling high/low name matching.
  • Added debounce handling when editing high/low suffixes to avoid repeated rebuilds.
  • High/low name matching is now disabled by default for new projects.

Automatic Cage

  • Automatic cage estimates now update when changing models or texture sets.
  • Cage estimates are cached per texture set for faster switching.
  • Improved fallback behavior when custom cages are cleared or rejected.

Bake Sampling

  • Ambient Occlusion and Bent Normal now correctly support the full 1–32 sample range.
  • Removed the previous internal 16-sample limit.

Bake Preview

  • Fixed stale 3D Bake previews when selecting an unbaked map.
  • Switching UDIMs now correctly refreshes the 3D baked-map preview.
  • Changing maps no longer leaves the previously selected bake result displayed.

Skew Correction

  • Significantly improved Skew correction editor performance on dense meshes.
  • Cached UV wireframe geometry instead of rebuilding it continuously.
  • Added cached UV coverage and protected-edge masks for faster painting and erasing.
  • Reduced repeated texture recreation during brush movement.

Workflow and UI

  • Cancelling Bake Enabled no longer incorrectly reports the operation as completed at 100%.
  • Removed the misleading Sync Settings Across Sets action and clarified that Bake settings are shared across texture sets.
  • Improved Bake workspace responsiveness when working with dense high-poly meshes.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.