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Showing results for tags 'lods'.
I went off and made a dining chair - testing my new LOD knowledge to really push the boundaries of "details" versus "low prim" - from the forum experts - and spent a good 3 hours on retopo (ouch) for each LOD. Anyway - super pleased with result. I got a one prim dining chair (not yet scripted). I am not going to lie - I can't just can't get the furniture to work with imposters so I zero'd the final LOD - so this only had 3 LOD models. Thats a challenge for another day for me as my fingers ache! However, my next challenge! Material Switching between LODS. It's refactoring the faces! My materials are named the same, in the same order in each dae and the mesh items are also called the same in each dae - in each file I use the same name and each materials is 1, 2, 3. There are joined in the exact same manner to upload with a couple of textures. Screenshots attached - any ideas why this happens? I was sure the new Firestorm put in a workaround for this issue....
Hello, i'm making a spotlight model for a building i uploaded yesterday. The building itself went flawless without errors, all LODs named correctly etc. But this one gives me some strange behavior. Some info (3 seperated parts, 2 of them will be copied in-game for more spotlights on the rails) 3DS Max: Default mesh: LOD2: Names: Materials: All looks fine here, LOD has same number of materials, just different polycount. I only did 1 LOD for this example because the error happens on the first LOD already. Secondlife: Error: Material of model is not a subset of reference model. This happens due not the same amount of materials of the LOD, i get that. What i don't get is why the spotlight part of the LOD becomes a cube all of a sudden, we've seen the LOD mesh. I have no idea how to fix this. I've tried reopening 3DS max, restarting my computer, RE-making the LODS, Reset XForm but nothing seems to help. Sincerely. EDIT: This does not happen when i export without the Rails
As I was uploading tonight I noted that while I planned or keeping the low and lowest LODs, it became obvious in testing (and the new FS LOD info) that there was no point at all to having the item viewable at 111 meters or whatever. I am posting here mostly because folks have asked me in IMs about LOD saying "I would NEVER zero out". We have been on a bit of a witch hunt here of late -- not as personal assaults but pointing out that some creators actually CHEAT purposefully with disastrous results. While all that is true, there are some instances IMHO when having long viewable LODs for low and lowest is just -- well useless comes to mind. Here is an example. These are track lights that go on a wall cabinet that will obviously be indoors in a house. I can't imagine any house big enough that the lowest LODs would be used. Keeping the low and lowest LODs even at default or minimal rates made this item 6 land impact. As is, it is 3 and visual testing shows that there is no noticeable change in shape as you cam out for WAY further than a house interior would be. So just something for folks to keep in mind.
I was wondering about the best place to put this but I decide Merchant's was better than the Mesh board LOL. I got a blogger copy of an item today. In it was a notecard about LODs and more ^^. Reading it, I sighed. I didn't actually CRY you understand but much head shaking was in evidence. The odd thing is that the item that came with that note looked fine at LOD 2. I upped my setting to 4 to check and could see no difference. So that notecard didn't need to be included at all. Names deleted . Bold is mine