I've been messing around lately with LOD's and my main problem at the moment is being able to maintain normal map information on the lower LODs shared UV's.
I've noticed that when optimising using the target weld option effects how the normal map look on the LOD, for example sometimes it creates artefacts, where as, deleting edges tends to give better results.
Unfortunately the results I get still aren't ideal and I could really do with some tips on the subject as I can't find very much information on Character LODS online.
So what are in your opinions the best ways to deform/optomise a mesh whilst maintaining silhouette and the UV's for use with the higher LOD's normal maps. (would appreciate Maya examples)
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Transfer Attributes UVs can be hit or miss, and it's fantastic when it does hit.
Ideally I'd want more control over the optimisation, being able to careful optimise my model while seeing how each change is effecting the normals.
I'm curious, are there any fundamentals of optimising your models for LODS? for example. "ONLY delete edges, don't weld" (no idea if actually a fundamental)
I'm having a really hard time researching this part, I can't seem to find a strong set of rules anywhere and every time I try to create an LOD I get unusble anomalies in my work.
If Maya freaks out about not being able to preserve UVs at any point, then I tend to just cut in new edges, manually deleting the others. It takes longer than simply welding, but you can preserve your nice normal map a bit better. Weld UVs does mess it up sadly.
On my phone right now so no examples in Maya unfortunately! I will get some screenshot examples for you tomorrow:)