Anyone have any advice on making LODs for cars?
I'm looking to see if I can get a LOD B (so hopefully a total of 25k, down from about 230k...) done before my first release, it may or may not happen, depending on how it goes.
But just want to check I'm not doing something really stupid, or if it really is as tedious as I'm doing it
Obviously the model no longer has a symmetry modifier, since the textures have to be asymmetrical, so when manually reducing loops etc, do I really have to do both sides or is there a better way and keeping my UV maps?
So far I've managed to reduce the main body from about 42k down to about 19k - not nearly enough yet, will have to be a bit more ruthless.
And when exporting, do I need to include dummys for animations or anything like that, or just the basic wheels/suspensions etc?
For the lower LODs (3rd/4th) I would do the model from scratch just keeping in mind where the UV seams are and making sure to keep edges there. It's not really enough faces that the overall modeling strategies are the same - for example I'd mostly worry about the silhouette and not bother modeling indentations.
Instead of working on the Formula Ford I've just been lapping it at Nordschleife... :/
I did it to mask the nonexistence of interior mesh. And I did it like you proposed with a duplicated persistence file.Why do you need to loose transparency ? You just need to reduce polygones, well probably some objects can go away completely. Then use same persistance file for ksEditor and save without textures.
But always remember that shadders has to match too, I forgot it and did just a little last minute tweak for fresnelMaxlevel for LodA, so Jag gets just a little more reflective as it switches to LOD_B haha
I've seen some are doing entirely new materials for LODs (with a details turning from mesh to texture image). But then Lod kn5 file becomes larges, as you have to save with materials this time, or you have to map it somewhere into main texture maps, which will make textures larger.
On Kunos cars that's used on COCKPIT_LR in LODA I think, so the texture's available to other LODs.I've seen some are doing entirely new materials for LODs (with a details turning from mesh to texture image). But then Lod kn5 file becomes larges, as you have to save with materials this time, or you have to map it somewhere into main texture maps, which will make textures larger.
Yes please do something small and basic. Doesn't even have to be real to get used to everything required to build it right. Then move onto the real thing.Spent my fist couple of hours with Blender.
Managed to import a google maps .gpx into Blender as a spline, and put an array of planes along it to create the road, and then split those faces to create a track edge too... phew, hard work.
What next?
Think I might restart and do a nice short little track first...
it's just some PCB from google and a custom map texture. needs tweaking bu the effect is cool
See it in action here:
Bit out of date - the interior is a bit further on now (yellow tub not nearly as bright now ), but that's pretty much it really. Can't wait to see some vids of this thing with VR! Has pretty good visibility all round (unless you want to see behind... )
Yes, wanted to see which extremes the map texture can produce with my shaders. Also just liked the DMAC S1 design, even if its just an empty shell for now (which I doubt will ever used in drifting )Looks mega - I take it you used the RGB map to get that effect, love it.