MrMKX Posted December 8, 2020 Share Posted December 8, 2020 Hi, I need someone who can build mesh, i have the object build in SL but it taking to many prims, i wish someone to convert to mesh in that way it can decrease the land impact maybe to 1, and i can continue my project. i have example file, Please reply here. Thank you. Link to comment Share on other sites More sharing options...
Rolig Loon Posted December 9, 2020 Share Posted December 9, 2020 Please ask the moderators to move this request to the InWorld Employment forum. Link to comment Share on other sites More sharing options...
MiliMigli Posted December 10, 2020 Share Posted December 10, 2020 (edited) I have sent you 1 inworld. 3.15 x 0.5 x 2.5m, ok LOD switching, LI=1.3. Hope this helps with your project. Edited December 10, 2020 by MiliMigli 4 Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted December 11, 2020 Share Posted December 11, 2020 I don't think I could make a cube with a LI that low. Link to comment Share on other sites More sharing options...
ChinRey Posted December 11, 2020 Share Posted December 11, 2020 1 hour ago, Quarrel Kukulcan said: I don't think I could make a cube with a LI that low. Oh yes, you can. A cube only needs 12 tris and 24 vertices. That's low enough to stay well and truly below the 1 LI threshold even when you use the same model for all four LoD levels and the physics. That storage rack looks more like 1,000+ tris though. Getting that down to 1 LI without totally butchering the LoD is not for beginners. I assume the low and lowest LoD model use an impostor which makes it a lot easier but you still have to do some serious and intelligent reduction work on the mid LoD. Link to comment Share on other sites More sharing options...
MiliMigli Posted December 11, 2020 Share Posted December 11, 2020 (edited) 5 hours ago, ChinRey said: That storage rack looks more like 1,000+ tris though. Getting that down to 1 LI without totally butchering the LoD is not for beginners. I assume the low and lowest LoD model use an impostor which makes it a lot easier but you still have to do some serious and intelligent reduction work on the mid LoD. Exactly that. So much information gleaned from a single screenshot. Methinks Chinrey has much experience in the design and construction of industrial storage racks for 3D worlds? 🤭 High LOD model, 1282 triangles Medium LOD model, 668 triangles Low, Lowest and Physics model, 10 triangles Texture and UV's, with imposter images outlined in green Edited December 11, 2020 by MiliMigli 3 Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted December 11, 2020 Share Posted December 11, 2020 16 hours ago, ChinRey said: Oh yes, you can. A cube only needs 12 tris and 24 vertices. How 24? Unless you're not sharing verts & edges across adjacent sides, but you are between the two triangles within each side. I'm guessing you're trying to avoid smoothed inter-face edges? 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted December 11, 2020 Share Posted December 11, 2020 1 minute ago, Quarrel Kukulcan said: How 24? Unless you're not sharing verts & edges across adjacent sides, but you are between the two triangles within each side. I'm guessing you're trying to avoid smoothed inter-face edges? Methinks it's just one of those simple math mishaps. Link to comment Share on other sites More sharing options...
arton Rotaru Posted December 12, 2020 Share Posted December 12, 2020 (edited) 3 hours ago, Quarrel Kukulcan said: How 24? Unless you're not sharing verts & edges across adjacent sides, but you are between the two triangles within each side. I'm guessing you're trying to avoid smoothed inter-face edges? Each corner vertex will be split into 3 for the vertex normals. Which will point to 3 different directions on a cube which is usually not smoothed. If you smooth shade the entire cube you can bring it down indeed. But unless you have a synced baked normal map for such a cube, the shading will be awful. However, there are the UV splits which will increase the vert count still. For classic T shaped cube UVs, the vert count will be 14 for a fully smoothed cube. Edited December 12, 2020 by arton Rotaru Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted December 12, 2020 Share Posted December 12, 2020 2 hours ago, arton Rotaru said: Each corner vertex will be split into 3 for the vertex normals. Is this also true if you instruct the uploader to make edges smooth/sharp based on edge angle? Link to comment Share on other sites More sharing options...
ChinRey Posted December 12, 2020 Share Posted December 12, 2020 (edited) 7 hours ago, Quarrel Kukulcan said: How 24? Unless you're not sharing verts & edges across adjacent sides, but you are between the two triangles within each side. I'm guessing you're trying to avoid smoothed inter-face edges? Yes, I did assume that all vertices would be split. 1 hour ago, Quarrel Kukulcan said: Is this also true if you instruct the uploader to make edges smooth/sharp based on edge angle? No. Instructing the uploader to smooth the edges has exactly the same effect as if you smooth them in Blender/Maya. The uploader will split vertices if the triangles attached to it have different normals, if they have different faces and if the vertice is at an UV map seam. Split vertices don't actually add much to the download weight. They have exactly the same coordinates so the compression algorithm will eliminate most of the extra data. It's not even unusual that splitting vertices reduces the download weight a little bit. Edited December 12, 2020 by ChinRey Link to comment Share on other sites More sharing options...
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