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Post by feralpoodles on Jan 7, 2018 15:21:03 GMT -5
When creating all the different LODS for a new mesh, is it ok to just import the mesh for LOD 0 into LOD 1 2 and 3? I don't want to have to make a whole new mesh, but will it cause problems if I do that?
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Post by annabluu on Jan 7, 2018 16:06:25 GMT -5
you can do that if you wish. but the LODs represent decimated versions of your mesh. it's so when you zoom out in game, the mesh is still there. the LODs are genuinely supposed to go down in polygon value. for some people, it could crash their game to have such a high poly mesh on every LOD. and you don't have to create a whole new mesh. you can go into blender and add the decimate modifier and decimate by a certain percentage. then just save it and do that three times.
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Post by feralpoodles on Jan 7, 2018 16:38:38 GMT -5
Oh ok, that's cool, I didn't know you could do that. Thank you for the help!
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Post by Feyona on Jan 8, 2018 6:27:23 GMT -5
If you ever plan to release your custom content I'd say that making lower lods a necessity. Many games created this way to reduce amount of stress on GPU when it renders a scene from game. If someone who has a laptop and doesn't know about polygon count downloads high poly item which doesn't have lower lods, they put their computer at risk using that item.
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Post by max20 on Jan 8, 2018 16:03:35 GMT -5
To reduce the number of polygons of an object by using a modifier is not true. With his help all of you will only spoil.
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Post by Mathcope on Jan 8, 2018 21:00:57 GMT -5
I agree with max20 that reducing the polycount in the mesh manually it's always a better option in terms of aesthetics and topology, however, if you want to go for a quick way to do it and don't care for the details you can pull out the decimate modifier in Blender. HERE is a link to a tutorial showing how to do it. There's not a perfect value for it, you need to play with the slider and see what is best. Sometimes there're meshes that this method doesn't work quite well and you'll need to do some manual editing as well. Another tip, if you want to make sure that your textures don't get stretch or distorted after the decimation make sure to import them in Blender while applying the modifier. This way you can see if some of the vertex get in a wrong shape that could be fairy noticeable. As many above said, the LODS are EXTREMELY important and should be done in any object. Making sure of a decent polycount is the way everyone should go. I've seen so many extremely poly items with no need for it. It all depends on your project. If you're doing a really complex shape, you'll always need more polycount, but if it's a simple one, please use the less you can.
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