09-05-2013, 02:20 PM
(09-05-2013, 02:15 PM)Harith link Wrote: In OpenBRF: right click on your model -> compute Lods
(09-05-2013, 11:30 AM)Maroon link Wrote: LOD's are levels of detail. This means that the further away you are from the model, the less detailed it gets, to spare the older pc's.
A good example of this is the Huscarl's Round Shield. Take a look at bots with these shields far away; the shields look like a hexagon.
Worth a shot, can save a lot of effort!
Sucks on my laptop, but that's probably because it's a laptop .
For LODs it's tricky, the UV map has to cover the same area as the main model. You can try and make it after the model, but that's tricky.
I believe it's possible to make it as you make the model, saving off the model as you improve the detail (again UV map is tricky).
There is Decimation (I think that is what it is called) in blender than might help.
Nothing is impossible, it's just a matter of determination and probability.
2nd Knight forever!
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2nd Knight forever!
No longer active.