Author Topic: How do YOU make YOUR LODs?  (Read 4417 times)

0 Members and 1 Guest are viewing this topic.

Offline Rga_Noris

  • 29
  • What?
How do YOU make YOUR LODs?
Just wondering the methods that various users have for LODing. Do you use poly reduction plugins? Do you carefully go over detail0, removing detail as you go? Do you build the LOD from scratch? Do you hope someone else will do it for you?
I think I'll call REAL Mahjong 'Chinese Dominoes', just to make people think I'm an ignorant asshat.

 
Re: How do YOU make YOUR LODs?
detail0 I make manually from detail1; for higher levels, I just use a poly reducer script.

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: How do YOU make YOUR LODs?
I use copies of detail 0 in Max, then apply MultiRes to make lower quality versions
of the original ship. Rename them and done.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Topgun

  • 210
Re: How do YOU make YOUR LODs?
I merge vertices.

 

Offline captain-custard

  • previously known as andicirk
  • 210
  • one sandwich short of a picnic
Re: How do YOU make YOUR LODs?
Thankyou for this , if someone could take it to the next step and do an "idiots guide" this would be perfect. No one would ever again have an excuse for releasing a ship without a full set of LODS......

i salute you

 :D
"Duct tape is like the force. It has a light side, a dark side, and it holds the universe together."

 

Offline zookeeper

  • *knock knock* Who's there? Poe. Poe who?
  • 210
Re: How do YOU make YOUR LODs?
I too just merge vertices.

 
Re: How do YOU make YOUR LODs?
Lod 1 - everything but cockpits, engine thruster details and guns.
Lod 2 - nuke off any extra detail subobjects.
lod 3 - vertex/polyline removable...


Going to look at multires now.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: How do YOU make YOUR LODs?
It's a little more complicated depending on the ship.  What you have to do is look at LOD0.  If it's all one nice uniform mesh or all the pieces that make it up are relatively the same then simple multires will do the trick for all LODs.  Now if it's made up of dissimilar pieces then you take the main body first and then do the rest in groups of similar pieces if there are any.  Think main hull then cloned turrets for instance.  This lets you reduce the pieces without getting holes in the models.  Removing isolated vertices and welding after also helps and is sometimes mandatory. 

Think of it this way.  You have a 10k ploy cargo ship main hull with 4 2k poly cargo pods and 10 100 poly turrets.  You do the main hull, then the cargo pods, then the turrets.   Then go back and make sure there are no big holes or screwy looking parts at range.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: How do YOU make YOUR LODs?
Well after looking at multires you can probably do better with editable poly mod and do simple vertex/line removal that looks nicer.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: How do YOU make YOUR LODs?
Actually I make LOD1 first, using old-school low-poly modeling techniques honed on years of working on FS2 Retail. Then I smooth and greeble it for LOD0.

LOD 2 I can afford to be messy on. I usually just merge a whole bunch of verts, then patch up the UV mapping. LOD3 I don't use the base mesh at all, I just make a cube or something and push and pull it into the general shape of the model.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 
Re: How do YOU make YOUR LODs?
Actually I make LOD1 first, using old-school low-poly modeling techniques honed on years of working on FS2 Retail. Then I smooth and greeble it for LOD0.
For tilemapping I can see how it's done, but how do you do UVmapping? You unwrap both detail0 and detail1 manually?

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: How do YOU make YOUR LODs?
I unwrap LOD1 and paint it with the base textures. Then as I add detail to LOD0, I map and paint those areas as I model them. Then LOD1 gets all the detail of LOD0, but painted on instead of modeled in.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 
Re: How do YOU make YOUR LODs?
I usually make LOD0 first, and then make LOD 1 and 2 from scratch. They get made really fast, and they're kinda fun. I UV map them individually as well.

 

Offline Rga_Noris

  • 29
  • What?
Re: How do YOU make YOUR LODs?
What kind of poly reduction do most of you have from LOD to LOD?
I think I'll call REAL Mahjong 'Chinese Dominoes', just to make people think I'm an ignorant asshat.

 

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Steam
Re: How do YOU make YOUR LODs?
Some interesting methods, I have so far made only the LOD0 + UV and then I used poly reducer script for the other LOD's... is there a particular benefit if I go another way... let's say do bobbtmann's or Galemp's method?
el hombre vicio...

 
Re: How do YOU make YOUR LODs?
What kind of poly reduction do most of you have from LOD to LOD?
About 0.5, using four lods in total (detail0 up to detail3).

Some interesting methods, I have so far made only the LOD0 + UV and then I used poly reducer script for the other LOD's... is there a particular benefit if I go another way... let's say do bobbtmann's or Galemp's method?
LOD1 is the default one to be shown in the targeting box - although it can be changed with a table entry, it's a fairly good guideline on how detail1 should look. The poly reducer usually produces fairly messy results, so you may want to make detail1 at least partially by hand (from scratch or from detail0).

Also in general, after using Blender's poly reducer, don't forget to run the "Clean mesh" script - the poly reducer usually leaves some free edges behind. Actually, it makes the mesh quite non-manifold, so some manual cleanup may help too.

 

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Steam
Re: How do YOU make YOUR LODs?
I tend to clean it manually, I didn't knew there was a script for that.
I usually make LOD0 first, and then make LOD 1 and 2 from scratch. They get made really fast, and they're kinda fun. I UV map them individually as well.

So you use 2 textures? 1 for LOD0 and a second for LOD1?

I'm asking because I've read a thread that urges the modders to use as fewer textures as possible so I was curious as per where might I have a limit, regarding texture sizes and quantities.
el hombre vicio...

 
Re: How do YOU make YOUR LODs?
I'm asking because I've read a thread that urges the modders to use as fewer textures as possible so I was curious as per where might I have a limit, regarding texture sizes and quantities.
Well yes, textures are currently (and probably will be for a while) one of the biggest performance drains for any 3D application. For example, load a ship like the Amaterasu in PCS2. Drag it around. Notice how slow it is? Now switch off texture viewing (the button on the top bar) and drag it around again - now there's no lagging.

For fighters, I use between 2 and 5 maps - one with the actual hull texture, one damage texture for debris; invisible, glass and cockpit textures if needed. But you should be able to use the same texture for all lods. Oh, and 1024^2 should be plenty for a fighter.

As for tilemapped ships, make it look good with as little maps as possible, that's all. There are hard-coded limits on what a single model can use, but you'd have to be pretty insane to reach those.

 
Re: How do YOU make YOUR LODs?
I'm asking because I've read a thread that urges the modders to use as fewer textures as possible so I was curious as per where might I have a limit, regarding texture sizes and quantities.
Well yes, textures are currently (and probably will be for a while) one of the biggest performance drains for any 3D application. For example, load a ship like the Amaterasu in PCS2. Drag it around. Notice how slow it is? Now switch off texture viewing (the button on the top bar) and drag it around again - now there's no lagging.

For fighters, I use between 2 and 5 maps - one with the actual hull texture, one damage texture for debris; invisible, glass and cockpit textures if needed. But you should be able to use the same texture for all lods. Oh, and 1024^2 should be plenty for a fighter.

As for tilemapped ships, make it look good with as little maps as possible, that's all. There are hard-coded limits on what a single model can use, but you'd have to be pretty insane to reach those.

A lot depends on the shape of the model.  Anything with large long flat surfaces will result in multiple textures.  For the fighters I usually stick with two detail maps (including cockpit and glass) and 1-3 2048 body textures.  Larger fighters/bombers  (like the Devastator) goes up to ~5 body textures.  Also creating and using commonly used detail parts that can get reused on other ships should help the speed.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: How do YOU make YOUR LODs?
A lot depends on the shape of the model.  Anything with large long flat surfaces will result in multiple textures.  For the fighters I usually stick with two detail maps (including cockpit and glass) and 1-3 2048 body textures.  Larger fighters/bombers  (like the Devastator) goes up to ~5 body textures.
Multiple 2048 maps for a single fighter? I can see that looking good for still renders, but would anyone notice in-game? Fighters are usually whizzing by pretty fast, you hardly ever get to see one from up close (at least in FS).