Good Morning,
I would love to get some generel Tipps to the Topic "flexible Low Poly
Counts". To clearify I try to find a good Workflow to go from a HighPoly
Geometry to different Low Poly Geometries (different in Polycount).
Each of the Low Poly Geometries is optimized for another Engine. So for
Example in the End we have on Low Poly Geometry with 100.000 polys one
wit 50.000 and one with 150.000. Reducing tools like "Decimator" are
ways to ungood and the Polyflow should be still nice. So at the moment I
would create Three Versions is there a better way?
Any help would be really nice
Greeting Eli
Replies
Those tools works sometimes okish on characters and complex organic things but definitely not on hard surface mechanisms and simple shape ,box like items. Especially with edited vertex normals. Still could be used to some extent paired with attribute transfer/normal theft kind of things
In our age of artificial intellect and neural networks I don't understand too why it couldn't be perfectly automatic. Hope I might be missing some cool new LOD tool .
http://www.instalod.com/ Instalod is a close second. The automation you can set up is helpful and rendering foliage to impostors is a great tool. But you can set that up on your own with a bit of scripting in Max or Maya, even Unreal with a bit of blueprint and render targets.
Doing it by hand seems tedious and annoying. It would take 10x longer and probably be less flexible if you wanted to make a simple change, like crunch everything 10% more or less. Doing that by hand would mean days of work if not weeks on top of all the time you spent making the lods. I wouldn't go that route unless you where forced to by some ridiculous constraint...
@Mark - Wow thanks a lot for your tipps I will check them out.
There are a few Polycounts I cant get over so I have to check If the two Tools will help.
Greetings Eli