I always wondered how to make LODs withouth influencing the uvwmap.. Each time you delete a polygon and weld the vertices the uvwmap doesnt follow it leaving a open gap in the uvwmap and a seam on the mesh.. Just wondering is there anyway to do this withouth having to manually edit the uvw after your done?
Replies
If you check the 'Preserve UVs' tickbox, then you can move and target weld verts.
MultiRes in Max usually does a pretty good job of preserving UV's, except on seams... but you're not likely to notice since it'll be LODding out at medium/long range anyway.
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i assume you would only do this for non-deformable meshes and reserve collapsing for deformable meshes like charactesr? i would think multi-res would completly ruin a well laidout character mesh, although i have yet to try.
-caseyjones
Nope, Multires actually works very well on deforming characters, if you pose them in a position where their limbs are all bent to their maximum ranges - that way Multires preserves the detail around joints much better than if you just ran in on the default neutral, inactive pose.
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interesting, i didn't know that, i'll definently keep this in mind in the future.