Carbon Philter Posted January 30, 2015 Share Posted January 30, 2015 Trying to get my head round mesh LOD to lower Land Impact and have run into a difficulty and I would appreciate some advice.I constructed a mesh, allocated materials to different faces, and then used the Decimate modifier in Blender to generate further models for the lower LOD slots in the upload dialog. High and Medium load ok but with Low I get a report that 'Levels of Detail have a different number of texturable faces' and can't go any further.Other than being a bit less brutal in the degree of decimation used, which may not result in achieving suitably reduced LI, what if any is the best solution - do I edit each model in Blender and reallocate materials to faces to maintain same number? If so, is there an easy way to do it or is there any other solution to reducing the poly count neatly?Thanks for any advice.Carbon Link to comment Share on other sites More sharing options...
Drongle McMahon Posted January 30, 2015 Share Posted January 30, 2015 The easiest way to meet the requirement would be to add a single triangle and put the missing material on it. You might find it more satisfactory to do the decimation yourself than to use the modifier. The Delete>Dissolve Edges (with Dissolve Vertices box checked) is your friend there, because it keeps the UV map intact. That way you can avoid deleting UV island seams, which can mess things up, and make sure you don't remove the last poly of any material. It all depends what the mesh is like. The Decimate modifier has been improved since I really used it much. So it probably works well for some meshes. Link to comment Share on other sites More sharing options...
Carbon Philter Posted January 31, 2015 Author Share Posted January 31, 2015 OK. Many thanks for help, Drongle. There's still a lot of edit options in Blender I haven't used before - that refinement to the delete function being one of them! Link to comment Share on other sites More sharing options...
ChinRey Posted February 5, 2015 Share Posted February 5, 2015 Both the decimate and limited dissolve functions in Blender are great tools for making the LOD models and vastly superior to the uploader's algorithm. But even so, if you want to make really efficient mesh, you have to be prepared for some manual work. Find the switch points and figure out which details your mesh actually needs at those distances. Fortunately there are still some things humans can do better than computers and this is one of them. :matte-motes-smile: Link to comment Share on other sites More sharing options...
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