Hi all, Could somebody please point me to a tutorial about designing game assets with LOD in mind.
I have to model (LOD 0) vehicle at 150,000 tris
and (LOD 5) at 2000 tris.
What is the best way of tackling this? does the game engine handle this or do i have to make each LOD mesh etc?
i know the general idea of LODS and why they are used, i would appreciate a tutorial which covers it in more detail though. please help if you can?
Replies
Then in the last lod i also target weld a bunch of vertexes, not bothering about messing up the uv layout. Can't be seen on that distance anyway.
In addition, try to use as few uv islands as possible. When you get down to the lower counts how low you can push it depends entirely on how many uv seams you have, and thus need to keep to not mess up the uvs.
yeah earthquake, 150k to 2k..its big jump isnt it.
Or are we talking about a car for a racing game that was done without subdivisions?
If you could show some wires that would be helpful.
To me a hipoly is a subdivided mesh with hundredthousands or millions polygons that is used to bake out maps. But if you indeed made a car for a racing game with lots of geo instead of normal maps then things are a little different.