Reply
Reply
 
Thread Tools Display Modes
Draugr's Avatar
Old (#1)
If I do a building cut up in different polygon (UV) sections with a architectural element on each (window, door, beam, pilasters) overlayed in the texture map, how do a do the LODs?
This method does give a fairly high polycount. Does it demand a new UV and texture on the LODs? With the extra draw calls and texture it does seem expensive.

Draugr
Offline , null, 1 Posts, Join Date Dec 2010,  
   Reply With Quote

mortalhuman's Avatar
Old (#2)
make your LOD proxy, basically the silhouette of the building, and bake the high def model you describe to a single sheet, preferably a tiny portion of a large sheet shared for many LODs.

It requires a new material set and a new model to make LODs. If you were going to just use the same model, it would defeat the purpose as mipmaps are already in the main asset. The LOD needs optimized assets for the tiny area of space on screen it will occupy.

Here is an example of a good LOD image. It is from Mafia2, though I don't know who made it or who to credit:



It's all just baked down from the high to a new low proxy.

Last edited by mortalhuman; 04-21-2011 at 02:07 PM..
Grit Game Engine - Come and give us a hand.
Offline , spline, 244 Posts, Join Date Jul 2009,  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch