Game Development Community

How to choose "level of detail" values ?

by Pat AfterMoon · in Artist Corner · 05/20/2005 (3:46 pm) · 2 replies

How to choose "level of detail" values, are there some rules depending of models type or usage in the game ?
For exemple :
- The buggy used for stater.racer has 4 four level of details : 1 / 25 / 50 / 100
- The tank from the bravetree pack has 4 too : 2 / 15 / 50 / 90

Other question : is the values used for switching from a level to another level really the height in pixel (like described in doc) or the max of height and width, or the diagonal ?
My test with TST Pro seem to demonstrate the second answer.

#1
05/20/2005 (4:10 pm)
I find choosing the LOD values is more of a case-by-case, trial and error process. How are you setting up your levels of detail? Are you using seperate models or using MultiRes in Max?

I believe the LOD switches levels when either the width or the height passes the threshold you set for that level. I was curious about this before and made a long rectangle. I took a screenshot in game just as the LOD changed then opened it up in photoshop and looked at the dimensions of the object. The height was practically dead on with the detail level I had set (+/- 2 pixels if I recall correctly).

I know I was getting the LOD to switch at funky pixel height when using Show Tool Pro and MAX, but if I ran unmessdts on the shape they switched LOD levels at the values that I set.
#2
05/20/2005 (4:26 pm)
Quote:I know I was getting the LOD to switch at funky pixel height when using Show Tool Pro and MAX, but if I ran unmessdts on the shape they switched LOD levels at the values that I set.
I have never used unmessdts, I will try it. I have made a test with my model and TST pro and the model switch but not at the exact detail value (according to the pixel size displayed by TSTpro.
My testing model is a space ships that is large and long but have a very low height, it's why I have posted the question about the width or the height.

About multires, I can't only use it, it's due to a particular uv mapping technique used by the modeler of my 3D models. Just for testing I have created 4 separate copy of the original model and applyed multires with some "base vertices" maintened. But for a clean result I will need to rework each models, not the geometry, but the uv map.