Somewhat influenced by @FuzzyDice 's question, it got me thinking: how to tackle LOD creation ?
Generally speaking, LODs are used in games to help with the performance. Meaning that once an object is far away from the camera, there is no point in using a high-poly version of it, since user will never see it. And it would only force an unnecessary amount of calculations that would only slow the game down. Therefore, simpler versions of objects make more sense, and linking their appearance to the distance from the camera makes perfect sense.
Enter LODs. Which btw, stand for Level Of Detail. And btw, btw stands for by the way
So, using LODs means you will have to create multiple versions of the same object. Which is the best way to do that ?
There are mainly 2 ways on going about it:
1/ Creating a model in steps, keeping in mind the polygon "target" at each step. For example, doing the best you can:
First in 2-3k tris for LOD D, then save.
Then 10-12k tris for LOD C, then save.
Then 20-25k tris, save.
Then 125 k tris.
The end.
2/ Create the best model that you can, without considering LODs.
2A: Once done, do the UV mapping. Then use decimate-like modifiers, to lower the poly count to target values.
2B: Once main lod done, remove loops/vertices by hand.
Personally, I go for the "automated" method on the first try. And only correct where visible problems. But I am sure that's just the simple way, not the best.
Useful links:
Simplygon (if using max, maya, etc).
Maya automated tool
Related (sort of):
Instant field-aligned meshes
This is merely a start for discussions, feel free to add if you know about other tricks or best practices.
Generally speaking, LODs are used in games to help with the performance. Meaning that once an object is far away from the camera, there is no point in using a high-poly version of it, since user will never see it. And it would only force an unnecessary amount of calculations that would only slow the game down. Therefore, simpler versions of objects make more sense, and linking their appearance to the distance from the camera makes perfect sense.
Enter LODs. Which btw, stand for Level Of Detail. And btw, btw stands for by the way
So, using LODs means you will have to create multiple versions of the same object. Which is the best way to do that ?
There are mainly 2 ways on going about it:
1/ Creating a model in steps, keeping in mind the polygon "target" at each step. For example, doing the best you can:
First in 2-3k tris for LOD D, then save.
Then 10-12k tris for LOD C, then save.
Then 20-25k tris, save.
Then 125 k tris.
The end.
PROS:
+ you would have full control on what yhe final mesh looks like
CONS:
- it would take forever
- requires perfect planing from the begining
- you would most likely need to do UV mapping multiple times
+ you would have full control on what yhe final mesh looks like
CONS:
- it would take forever
- requires perfect planing from the begining
- you would most likely need to do UV mapping multiple times
2/ Create the best model that you can, without considering LODs.
2A: Once done, do the UV mapping. Then use decimate-like modifiers, to lower the poly count to target values.
PROS:
+ fastest method
+ not only fast, but also automatic
CONS:
- it can require some tweaking with parameters
- it may never look quite the way you hope
+ fastest method
+ not only fast, but also automatic
CONS:
- it can require some tweaking with parameters
- it may never look quite the way you hope
2B: Once main lod done, remove loops/vertices by hand.
PROS:
+ better results than with automatic methods
+ full control on what is important and what not
CONS:
- it takes longer
+ better results than with automatic methods
+ full control on what is important and what not
CONS:
- it takes longer
Personally, I go for the "automated" method on the first try. And only correct where visible problems. But I am sure that's just the simple way, not the best.
Useful links:
Simplygon (if using max, maya, etc).
Maya automated tool
Related (sort of):
Instant field-aligned meshes
This is merely a start for discussions, feel free to add if you know about other tricks or best practices.