LOD confusion
by Quest Johnny · in Artist Corner · 11/02/2006 (6:17 am) · 1 replies
Good morning,
I'm what you might call a limping success. I can export models and have been for some time, but some aspects of it continue to baffle me. By trial and error, I am able to export and do what I want, but I would like to better understand to reduce the number of iterations.
I cannot make multires work, so I currently make my own LOD meshes - which isn't too hard. I copy the mesh, separate it from the tree, and make sure it ends in a number that matches my detailxx markers. I reduce the polys on the mesh by using Optimize, which works really well.
What confuses me tho is how the detailxx numbers work. The number at the end of my mesh-name seems to have a direct effect on when the LOD meshes are called in. For example, I created a monster and his mesh and detail names were mesh110, mesh2 and detail110, detail2. He stayed in "2" (very low poly) mode until he was almost touching me. By reducing the name of the mesh110 to mesh16, he works at a good visual-to-LOD ratio and stays hi poly until he's just far enough away for it not to matter.
In other meshes, I had to use mesh names such as mesh32 or mesh28.. as if the mesh name itself were directly related to size. Can someone explain why this is?
Thanks
I'm what you might call a limping success. I can export models and have been for some time, but some aspects of it continue to baffle me. By trial and error, I am able to export and do what I want, but I would like to better understand to reduce the number of iterations.
I cannot make multires work, so I currently make my own LOD meshes - which isn't too hard. I copy the mesh, separate it from the tree, and make sure it ends in a number that matches my detailxx markers. I reduce the polys on the mesh by using Optimize, which works really well.
What confuses me tho is how the detailxx numbers work. The number at the end of my mesh-name seems to have a direct effect on when the LOD meshes are called in. For example, I created a monster and his mesh and detail names were mesh110, mesh2 and detail110, detail2. He stayed in "2" (very low poly) mode until he was almost touching me. By reducing the name of the mesh110 to mesh16, he works at a good visual-to-LOD ratio and stays hi poly until he's just far enough away for it not to matter.
In other meshes, I had to use mesh names such as mesh32 or mesh28.. as if the mesh name itself were directly related to size. Can someone explain why this is?
Thanks
About the author
Torque Owner Quest Johnny
For those who come after me: the docs state that mesh2, mesh64, and mesh128 means that it will use mesh2 when the image is 2-64 pixels high, mesh64 when it is 64-128 pixels high, and so on.. so you do have to name the LOD meshes according to the thing's actual size and detail.
From www.garagegames.com/docs/tge/general/ch08s03.php