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Post by RightHearted on Dec 12, 2017 20:02:58 GMT -5
HI! So recently I made a coffee table, and at the end I encountered a problem. I dont know what to import to the low and meduim lod section. I know that medium LOD is around 1/2 of the high detail and the low is around 1/2 of the medium, but I don't really know how to do so.
Thanks.
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Post by MisterS on Dec 13, 2017 0:04:39 GMT -5
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Post by RightHearted on Dec 13, 2017 1:48:00 GMT -5
But is it ok if it looses some quality? It won’ show up in the game like that, right? And what do you mean by’ trial and error’?
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Post by anska on Dec 13, 2017 1:58:43 GMT -5
Well, of course you loose some "quality" - or detail to be more accurate - since you have less polies. It doesn't matter however, since the lower lods only appear when the player zooms out, the object gets smaller and thus cannot be seen so well anymore. Think of it as objects you see in the distance, they get kind of blurry too. The things you have to take care of however are that your mesh does not break (in other word: gets holes) and that its general shape is preserved.
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Post by RightHearted on Dec 13, 2017 2:12:42 GMT -5
Yup I got it, but the object has like a double cross between the legs and in the low poly it losts the whole cross so thats why I thought its weird :D and also I've tried this method with the shadow lod and when I imported it in studio it shows up as the original ea's mesh shadow.
UPDATE: I fixed the shadow thing, so its okay now. Thanks!
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Post by anska on Dec 13, 2017 2:43:39 GMT -5
Hey again, generally speaking the smallest object you can have is a triangle. If you have a plane that basically consists of two joined triangles - as the shadow plane or many posters - it cannot get much smaller than that. Or if you think of an actually 3 dimensional object a simple cube is pretty much as low as you can get. When I have some portions of the mesh that I do not wish to decimate (say a plane), I usually separate the mesh into two cuts, only decimate one and then join them again. I am not sure if that is the proper way, but it works for me.
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Post by RightHearted on Dec 13, 2017 2:49:13 GMT -5
oki thanks! btw in game it look a little bit horrible. There are little 'scratches' on the objects. I give you a link to the screenshot. www.mediafire.com/view/mcfgp2h6h1a22gm/Untitled.pngI don't know if you can see that, in game it look lot worse. Maybe I can upload the package and maybe someone can take a look?
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Post by anska on Dec 13, 2017 3:01:47 GMT -5
Sure, that would be best - do you mean by scratches odd little holes on the edges of the object? I am afraid I don't see anything strange on the picture.
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Post by RightHearted on Dec 13, 2017 3:09:26 GMT -5
Scratches like transparent scratches. Like in the frame lines that doesn’t look normal and i can see the texture behind that, only in the black parts, the wodden part is all good. If I go home later on I’ll upload the file then
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Post by anska on Dec 13, 2017 3:17:17 GMT -5
That's probably what I meant by "breaking". In Sims objects the planes are often not joined together to prevent odd shadows in game. That is, a cube isn't actually a cube but six separate planes which look like a cube. If you decimate such an object, blender will shrink each indidvidual plane and you will get little holes/ scratches between the planes. To prevent this it is best to select the hole model in edit-mode and choose "remove doubles" before decimating. Afterwards, if you you want a sharp edge to appear in a certain area, you will have to cut it apart again with edge split.
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Post by RightHearted on Dec 13, 2017 6:44:55 GMT -5
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Post by anska on Dec 13, 2017 9:45:05 GMT -5
I gave decimating your mesh a try and you get the scratches/holes, because it consists of unjoined planes which fall apart when you decimate - additionally decimating it by half is maybe somewhat strong and in your case perhaps making a lower poly model by hand might be less frustrating.
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Post by RightHearted on Dec 13, 2017 9:49:52 GMT -5
So I have to decimate them one by one? Or you mean to start from scratch and do it with less poly?
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Post by MisterS on Dec 13, 2017 9:58:17 GMT -5
Unless you are uploading it to TSR or similar where you have to abide by their doctrine rules I wouldn't even worry about the medium LOD. The high one is only 730, I'd use that one for the medium as well and just make .9 for the low one. 730 is a really low poly count which is really good low poly meshing. Half the reason it wont decimate is because of the low poly count to begin with.
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Post by RightHearted on Dec 13, 2017 10:01:44 GMT -5
Lods need to be done Mod edit
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