My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
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Or, you take your original model, and keep removing edges until you get something around the poly count you want, and then you fix any UVs that got screwed up in the process.
Well either way, I can just try both. I figure I will do the first option and just try and match the UV's as close as possible
http://www.mootools.com/plugins/us/polygoncruncher/index.asp
I think you should keep in mind that there are several ways to do the same operations and some of them help preserve your UV's. For example;
- If you need to fill in a hole, try using bridge or cap. Creating a poly or extruding an edge will create problematic UV's.
- Try removing verts/edges instead of welding them.
- In the UV editor using relax with "hold boundry points" turned on helps you keep the UV island edges intact while allowing problem UV's to surface, making them easier to fix if edges are broken or in need of being rewelded.
- If you do need to weld verts make sure that preserve UV's is turned on, and if it distorts the UV's when you weld try target welding the verts in reverse order, a tricky operation but sometimes works.
There are other tips and tricks but I'm not sure if I should get into them because I'm not even sure what 3D app you're using...
so yeah select a ring and collapse edge or select a loop and remove edge with ctrl , then you lose the verts as well.
btw, I have preserve UVs turned on and it shows 1 and 3 as yellow buttons.
this is true. Nice control of shape and you don't funk your UVs if you just collapse the edges that aren't the edge of the UVs.