Author Topic: Creating LODs/Debris  (Read 1670 times)

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Creating LODs/Debris
       Just wondering, what do people do to create LODs? Do you just take the normal model, and go through it deleting vertexes/edges everywhere? Then save, go through again, delete a bunch more detail, save, so and so forth? I assume for Debris a person just copies pieces of the model and adds some scraggy-face to other half (to simulate the broken off part).

      Also are there any general figures for LODs? Polycounts I mean? For the HTL models in the MediaVP, I wonder if the LODs have even been touched since the original FS2. I'm not sure.

If a fighter's max poly count is 3000 say (I got this figure from another thread/article which suggested polycounts for various units), what are acceptable LODs?

 

Offline Vasudan Admiral

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Re: Creating LODs/Debris
Polycount limits as such are non-existant. Build models with as much detail as you like, but in a way so that the small, poly-hungry stuff is easy to remove. The theory is that while we can always easily scale down detail to fit the machines it runs on, we can't so easily add detail that isn't already there after the ship is completed.

A rough in-game polycount guide (and I must stress that this is only a guide) for now would be:
Fighters: 3k-6k polys. (My Loki is a tiny bit overdetailed  and weighs in at 7392 polys for example.)
Bombers: About the same - maybe 3k-7k.
Cruisers: Anywhere around 3k-10k.
Corvettes: Anywhere around 5k-12k.
Destroyers: Anywhere around 6k-25k. (Assuming detail boxes and that you're NOT using texture tiling, or else it would be around 3k-10k max. Texture tiling sucks.)
Juggernoughts: HUGE range here - about 10k-40k (with no texture tiling, and good use of detail boxes. 4k-10k otherwise.)

Making LODs is very easy. If Blender has an excellent poly-reducer tool then I'm sure Maya does too, so find and use that. Typically using it will invovle making a duplicate of the model and moving it aside/above the main one, applying the poly reducer repeatedly until approximately the desired polycount is reached, duplicating and moving again and repeating the process until the ship has 3-4 LODs. The key to good lodding is quite simply to have increasingly large polycount drops between LODs.

The first LOD (LOD1) is the one always seen in the target box on the HUD, so it needs to be the most efficient of the lot. I try to pick out the small details that will be most obvious when the ship is approximately that size and poly reduce until just before those features are seriously compromised. By the second LOD you should just be trying to keep the overall profile and colours, so you can usually take this one down to about 500 polys for ANY ship. LOD 4 if there is one should basically just be a box with the same colour but I think this one is a bit unnessecary though.

As for debris, my exact process is constantly changing, but a rough outline of it would be:
1) Take LOD1 (DO NOT TAKE LOD0!!!! It's a massive waste!) and duplicate it.
2) Take your main texture in your texturing app, make a copy of it but apply damage to it. (This usually just involves lots of black areas, but for really good debris you'll want to mix in areas of a damage image. Pics of scaffolding work quite well here.)
3) Pick a relatively unseen area of the texture and add a texture like "DocTile6" (which is the usual debris texture) to it. This bit will be the part that you texture all the internal parts of the chunks with.
4) Back in the 3d app, move everything else out of the centre of the scene and place your duplicate LOD1 above it.
5) Apply your debris texture to the duplicate.
6) Carefully select groups of faces that might actually crack apart when the ship explodes and separate them from the main object, moving it straight down to the centre of the scene where LOD0 used to be.
7) Fill in the 'hole' that is now on the inside of the chunk and map this area straight onto the DocTile6 bit of your texture.
8) Repeat the hole plugging and texturing process with the remainder of the hull.
9) Repeat steps 6-8 until you have turned the entire mass of the ship into debris.

Have a look at any of the HTL ships I've worked on for an example of what this results in in-game. The ships crack apart and hurl chunks of themselves in all directions, which looks VASTLY better than the cases where 90% of the ships mass simply vapourises leaving only a few odds and ends.
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Re: Creating LODs/Debris
     Actually another question I have, which . . . may not be completely relevant to me right now since I'm not doing any terrans . .. but what's with these plug-in cockpits everyone's using? Is there a guide/download somewhere to stick them into a model? Or does everyone make their own sorta thing.


EDIT - and yeah I think there's some thing in Maya to decrease subdivisions. Will have to check it out. thanks
« Last Edit: March 22, 2008, 06:19:31 am by Akalabeth Angel »

 

Offline Col. Fishguts

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Re: Creating LODs/Debris
For FS ships most people are using Nico's Terran cockpit (or derivations of it): Available here

As for LODding, VA summed it up quite nicely. Personally I don't like the results of mesh optimizer tools (maybe Blender is better at it than Max), but my method is:

- Make a copy of LOD0, after it's completely UV mapped
- Delete small details that are not visible from a typical LOD1 distance
- Make liberal use of vertex collapse and face deletion
- Adjust the UV mapping so that everything lines up with LOD0

This results in a LOD1 which is already mapped and uses the same map as LOD0, which is efficient as long as you use DDS maps with mipmaps.

If your UV layout permits the same method for the lower LODs, go with it. Sometimes that's not possible, since LOD2/3 have drastically simplified geometry. So I make the geometry from scratch and use a second, smaller texture with orthographic renders of LOD10to map it. Usually I also squeeze the damaged texturing for debris on that map.
« Last Edit: March 23, 2008, 10:35:52 am by Col. Fishguts »
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Re: Creating LODs/Debris
Also don't forget at LOD2/3 you don't have to be super perfect with texturing, at these lod's the ship, epsecially fighters, will be just blips.

For details, put them in seperate subobjects and when you build the additional lods, delete these subobjects as needed.  (For example, cockpits are deleted in lod1, guns lod 2...etc)
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