Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DaBrain on June 25, 2005, 05:55:32 pm
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This is my problem:
I got a completly mapped and textured model. (Lod0)
Now I got another model (lod1), with less polies. I want the lod1 and the lod0 textures to look as similar as possible.
I knowI can export the old UV map and use it for lod1, but it looks all screwed up. :(
So... can I somehow use the old UV map anyway?
I don't want to re-texture all lods. (Not only because of the additional work, but also because it will never look 100% identical.)
Why do I have to do this stuff? :mad:
I want to work on effects and textures. :mad: :mad: :mad:
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When I do models, I make the LOD0 mesh, texture it, get it completely done. Then I make a cpy of it, completely textured, and weld and collapse vertices and edges, to give it less polies. It does so without alterring the UV data. Then I apply a copy of the original texture to it, and resize the copy to half resolution. This allows for the same appearence but with actual LOD status.
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Hmm, yeah, that should work. :)
The problem is Axem is the creator of the model... and he already did the lod1 model.
Well, but it won't work like I thought after all...
Thanks Raa. :yes:
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Originally posted by DaBrain
This is my problem:
[budabuda]
100% identical.)
No, you can't. UV mapping uses vertices index. when you have less vertices, the index is screwed up, so it can't work. So yeah, you either do as Raa said or, since it's a lod and accuracy isn't really that important, you take a cople render (top bottom for exemple) and you apply that to the lod. Not so much work.
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Max seems to be quite good at preserving the UV map as you Lod, but at the end of the day if you're not a lazy bastard such as myself, you'll probably need to remap for good loding.
IMO.
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Originally posted by Raa
When I do models, I make the LOD0 mesh, texture it, get it completely done. Then I make a cpy of it, completely textured, and weld and collapse vertices and edges, to give it less polies. It does so without alterring the UV data. Then I apply a copy of the original texture to it, and resize the copy to half resolution. This allows for the same appearence but with actual LOD status.
I'm doing exactly the same, it turned out to be the best way doing lower lods if you want to spare yourself another texturing run. Try it DaBrain, this will save you some working hours. :)
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Alright, I'll give it a try today...
But my world is 2d somehow. ^^
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i think with htl all the lods can use the same texture. mipmapping takes care of the rest and only one texture gets stored im memory. im usually too lazy to make lods :D il just let max optimise them if enough people complain.
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This is also a way of handling these things :) However, reducing the maps on lower LOD's to 50% of dpi and size, severly reduces the maps in filesize which must be a good thing for the performance or memory-usage
However, I'm not sure how the system handels LOD's. Honestly, no matter how different you make them, and what distance you set, you never see any visual change in lod-distances like I'm used from other games. That is actually a good thing, but makes me wonder sometimes, if the game is using the LOD's anyway.
When I got some time and mood, I might create a model with a Sphere in Lod0, a cylinder in LOD1 and maybe a cube in LOD2, set everything to a low distance and then see if anything changes :nervous:
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Max's optimize tool does not work very well for this at all.
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The 'weld' option in Wings3d isn't very stable... :(
Well, maybe I'm doing something wrong.