You have to make them so that they both have the exact same UV coordinates/ Islands, since the game switches between the 2 of them depending on which angle the player is looking from. If you are using blender, the easiest way to do this is to use the decimation modifier on your LOD0, then play with the ratio until you have the desired number of faces for LOD1
I actually started the low poly first, then added polys to the areas where the camera will hit, thus needed more definition. To my knowledge, the UV mapping hasn't changed at all really, and if they did, I just tweaked them a bit and all was well. But then again, I haven't finished mine yet lol
Yeah I asked this same question of live-workshop. I didn't have an understanding of how the UV's transfered, you can lower the definition just fine and the maps transfer as long as you maintain your islands so he suggested building the LOD0 then lowering down to LOD1.
Learn something new, but glad to hear other perspective.
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Learn something new, but glad to hear other perspective.