LOD's?
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LOD’s is your model in several polygon counts.
example:
LOD-0 5000 poly’s
LOD-1 3000 poly’s
LOD-2 1500 poly’s
LOD-3 500 poly’samongst the things it is used for:
- rendering quality (usually used for settings like Model Quality or detail levels)
- the farther you are from the the object the lower the polygon lod that is used.
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Oh i see… does that mean the same model needs to be re-done 5 times? O.O
I have a model that is 6000 polys, how many LOD’s does this need? 4 like J.Walker said?
so… uh, right… thats going to add a lot of time to this… lol
my fighters are only <1000 polys, do they still need so many LOD’s ?
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Unless you have a very old computer or have a low end system, I wouldn’t even worry about it. Even my old win xp machine, core2duo e6850, 4gig ram with an nvidia 260gtx never had any problems running freelancer full of single mesh models from X3, Nexus etc. Newer systems just laugh at the game it’s so old.
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my single core with 1.86 GHz and an intel mobile graphics accelerator managed to run FL fluently even with one model of ~180000 polygons… however no other software besides Freelancer then, and way less fluent in combat. So, LOD’s are mostly an indicator of the modder’s knowledge and skill and the least clients of yours may actually need well balanced models.
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at 1K polygons i would not worry about LOD. on average my models are between 2500 ~ 20000 and for Freelancer i have never worried about LOD.
Despite Freelancers failings i find it does a pretty good job at rendering higher poly models efficiently.
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To make LODs you can use the decimate function of Blender, it’s realy easy to do.
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This is from the Blender website…
The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes. This is not applicable to meshes which have been created by modeling carefully and economically, where all vertices and faces are necessary to correctly define the shape, but if the mesh is the result of complex modeling, with proportional editing, successive refinements, possibly some conversions from SubSurfed to non-SubSurfed meshes, you might very well end up with meshes where lots of vertices are not really necessary.
You can also achieve a similar effect in 3ds max by using the Optimise modifier.
Cheers,
Rik -
When i do LOD levels i do manual reductions mainly because every reduction tool i have ever used has been, well utter crapola.
doing it manually has it’s drawbacks though, takes more time. however it gives me complete control over the quality of the LOD levels and uv map corrections that are simple as pie to adjust along the way.