1/13/2024 0 Comments Uv mapper pro unwrap uvYou'd be surprised at how much a good texture will "fill in" the missing geometry details for lower LODs at distance. You won't get a perfect fit over your texture UV, but near enough is often good enough for long distance viewing. If the lower LODs are reduced in triangle count, it isn't too much a hassle to UVmap them. What I do is use the existing UV layout of the main LOD1 mesh as a guide (it's easier if it already has a texture made for it for visibility), and just create the UVmap for each LOD mesh by overlaying it. This is still tedious, but not as bad as redoing the mesh from total scratch each time (at least for me, anyway). I generally create my full detail mesh intended for LOD1, and UV-map it etc as per normal.įor the lower LODs, I simple reduce the triangle counts in the original mesh, trying as much as possible to keep a recognisable shape - the further out you are, where each LOD kicks in, you will see less detail, so you can trim and merge triangles a fair bit. I don't work with 3ds, but my general workflow should translate anyway.
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