Hi, I have doubts. I'm modeling a body, and some LODs for it.
I have to make the skin of each of them manually?
Maybe Save/Load skin, or SkinWrap can works, but i would like to know the better/correct/functional workflow for this.
I'm using 3dsmax.
Thanks
Replies
Like Noors said, use skinwrap. It helps to tweak the skinwrap settings while looking at the model animating. That's just to make sure it's deforming as closely as possible before converting it to skin.
Thanks Noors, I imagined it could be so.
Thanks Mark.
In the image below, its showed the highest sudivision level(LOD0 probrably),so, if I want make more lod, I need to mantain some fixed vertices for reuse in different lods, and to work with a single rig, right or not?
I undertood.
The ideal is to model thinking in LODS the lowest resolution and then go refining.
Thank again
I used to sometmes get away with modelling the lod in an edit poly beneath the skin modifier,which works fine but can go weird sometimes
I didnt know the Simplygon, looks good!
Normally I dont use envelopes, only vertex, so load envelopes dont will work.
you work at ubisoft? they should have it - of course this is an on production level price, not a private at home or freelancing tool.
To productions it's pretty simple math. How much will it cost to create LODs for all assets, how long will it take and will my artists stay sane doing those?
so LOD0 might have full face and finger joints and 4+ influences,
while your lowest LOD might only have up to the head joint, no roll joints etc and only the wrist joint with the hand posed in the mesh and only 1-2 bone influences.
https://beta.autodesk.com/callout/?callid=ADD47B1B7D1147D187155C99F2B00185
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