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Post by hope17 on Mar 19, 2019 16:07:07 GMT -5
Hello everyone, after creating different CC , I have encountered this problem: << The high detail mesh is also used for the medium detail (and possibly also for the low detail). This should not be done. The medium (and low) detail are used for when the camera is zooming out, and also for computers with lower graphics. That is why it is important that the medium and low detail meshes are lower poly. The original medium/low detail mesh should be used as a base for the new medium/low detail mesh. >> How can I solve the problem? it is not clear for me. I need to know how I must to change the mesh for details medium-low. thanks i hope for your help (I apologize for the translation, I am Italian )
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Post by mauvemorn on Mar 19, 2019 16:26:16 GMT -5
Hi. There's a number of ways of going about it: 1). Decimate modifier. It preserves the shape but changes the topology (in a bad way, but it will do for this) 2). If the mesh was created in Marvelous Designer, you can lower the density of the wireframe by raising Particle distance. Then you export the mesh, transfer all uv maps and weights from the original, set vertex color and cut numbers. Not very reasonable but still an option for LOD1 only. No need to worry about cleanliness of LOD2's and LOD3's wireframe. 3). If your mesh is retopologized or created manualy from scratch, you can just delete unnecessary edge loops in places where preserving the details is not important. To do this, select the edge loop by Alt-RMB-clicking on it (hold Shift to select additional), press Delete key and choose Dissolve edges. Make sure to not delete Border edges (borders of UV islands)
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Post by hope17 on Mar 21, 2019 12:51:56 GMT -5
Hi. There's a number of ways of going about it: 1). Decimate modifier. It preserves the shape but changes the topology (in a bad way, but it will do for this) 2). If the mesh was created in Marvelous Designer, you can lower the density of the wireframe by raising Particle distance. Then you export the mesh, transfer all uv maps and weights from the original, set vertex color and cut numbers. Not very reasonable but still an option for LOD1 only. No need to worry about cleanliness of LOD2's and LOD3's wireframe. 3). If your mesh is retopologized or created manualy from scratch, you can just delete unnecessary edge loops in places where preserving the details is not important. To do this, select the edge loop by Alt-RMB-clicking on it (hold Shift to select additional), press Delete key and choose Dissolve edges. Make sure to not delete Border edges (borders of UV islands) Hi, thanks for responding. I tried the 1 option, but in game the file is very bad. I use Marvelous Designer for create the model and the rest with blender. ( i use this tutorial for my creations :http://sims4studio.com/thread/7044/finish-marvelous-designer-clothing-tutorial) I tried this: with an option in MD, I have decreased number of vertices and polygons. Then with a tool I arrange the mesh for adapt to avatars. I don't know if the polygons (3488) and the vertices (2177) are suitable for the mesh for medium-low details. you know tell me which number od vertices and polygons should I not overcome? thanks
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Post by mauvemorn on Mar 21, 2019 14:49:40 GMT -5
3488 is not too much for lod1. The mesh starts to take longer to load in s4s( for me whose computer is, I think, 9 years old ) when it's polycount goes beyond 8000. Yet even a 15000 mesh loads fast ingame. So I would not recommend making a full body outfit which polycount goes beyond 10000 ( garment + body parts ) for lod0 unless there are a lot of important details that should be preserved. Lod1 should be as low poly as you can possibly get it to be without losing details, smoothness or creating distortions. I'd say 60-80% from the original number. As for lod2 and lod3, you don't need to worry about details. The goal is to preserve the overall shape. The polycount for lod3 is usually 15-25% from the original.
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Post by hope17 on Mar 22, 2019 10:13:40 GMT -5
3488 is not too much for lod1. The mesh starts to take longer to load in s4s( for me whose computer is, I think, 9 years old ) when it's polycount goes beyond 8000. Yet even a 15000 mesh loads fast ingame. So I would not recommend making a full body outfit which polycount goes beyond 10000 ( garment + body parts ) for lod0 unless there are a lot of important details that should be preserved. Lod1 should be as low poly as you can possibly get it to be without losing details, smoothness or creating distortions. I'd say 60-80% from the original number. As for lod2 and lod3, you don't need to worry about details. The goal is to preserve the overall shape. The polycount for lod3 is usually 15-25% from the original. Thanks again for the answer. Then summary, when I go to create a new mesh, I must modify the mesh several times, with different numbers of polygons and vertices for the different lod, exact? thanks again for your time
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