27.02.2008, 18:34
okey, here now i start a thread we speak over making new model under 3d studio max.
So in first time, into IL2 Game model need to have "LOD", so now i start first step with explain what is lod so that new starter understand better what is needed to make model.
now i think you understand what is Meaning by keyword "LOD" and what is to make if a moder would mod a "Lod" model for IL2 Game engine,
here is used 3 'LOD" but the number under IL2 game engine, you should self control, ilf this number are now 3,4,5. (for me is this unknow)
(Exponential Scaling)
* LOD 0
So in first time, into IL2 Game model need to have "LOD", so now i start first step with explain what is lod so that new starter understand better what is needed to make model.
Quote:Also consider this: are you willing to spend 10 hours on your There hoverboard model? 20 hours? 30 hours? Modeling objects for There is no small feat. Creating an initial model which looks good is only the beginning. You then need to worry about reducing vertex and polygon counts to satisfy hoverboard constraints. You need to create 3 separate LODs (levels of detail). You need to unwrap UVW vertices onto a 2D bitmap and manually adjust all vertices, for every LOD. You need to paint the hoverboard skin. Thank you for spending time reading this document, and goodbye, if you are the faint hearted type.
In broadest terms, the desired polygon count for a particular model is dependent on three major factors:
* The amount of screen real-estate that the model is likely to be viewed at the majority of time that a user will be seeing it (i.e. a 2 meter long rocket doesn't deserve the same order of magnitude of attention to detail as a large base or vessel unless the rocket is expected to be mounted in front of a camera. Likewise, even at the same level of attention in terms of polygons per square meter, it would have far fewer total polygons.)
* The intrinsic surface complexity of the model. If one is modeling a box for freight cargo, one is not going to need as many polygons as if one needed to model one of the Vega Strike developers (not that we're necessarily model material ;-)). If you don't use enough polygons, no amount of texture magic can save a model from being ugly. That said, if you are modeling a cargo freight container and you use thousands of polygons, you're being negligent and wasteful of resources.
* Engine limitations. Engine limitations is a bit of a misnomer, as the performance of the graphical engine is more hardware dependent than anything else, but it's a good heading for lumping any non-artistic hurdles under. This is the most complicated of the three major factors, because it represents a moving target. Suffice it to say that in order to preserve playability on a broad range of systems, there is a premium placed on making a model aesthetically appropriate with the minumum number of polygons.
now i think you understand what is Meaning by keyword "LOD" and what is to make if a moder would mod a "Lod" model for IL2 Game engine,
here is used 3 'LOD" but the number under IL2 game engine, you should self control, ilf this number are now 3,4,5. (for me is this unknow)
Quote:First we need to review the terminology used in gmax and 3DS. An Editable Mesh is a set of triangles that define the surface of an object in 3D space. At the lowest level, we have vertices, which are just 3D coordinates. An edge connects two vertices. A face is a triangle that contains three edges and three vertices. A polygon usually contains more than 3 edges. Polygons are usually shown in viewports as quadrilaterals, with a hidden edge dividing each quad into triangles. An element is a subset of faces in an editable mesh. An element is created when you attach one mesh to another. You can also designate arbitrary faces as belonging to a particular element at any time.
Let's take some time to consider other constraints imposed by There on our hoverboard model. The hoverboard template html document lists the following constraints:
However, significant discression, and the possibility for using large numbers of polygons to prettify an object remain with the artist, provided they make appropriate use of [Terminology:LODs|LODs]. The primary focus needs to be on making a model aesthetically appropriate, for an intended common viewing distance, and then catering to the needs of the engine by introducing lower LODs (if necessary) and catering to artistic desires by introducing higher LODs (if appropriate). There is also an element of minor future proofing that occurs with providing a robust range of LOD polycounts - namely, multiple versions of the dataset can be constructed targeted at different hardware points by shifting up or down along the LOD set (although this currently isn't bothered with, if and when we develop a true source repository for models and textures, this will likely become more common, as postprocessing of submitted art will become tenable).
One more point to consider before attempting to set a polygon goal for a model is what the likely total contribution from all instances on screen of a given model will be - if the model represents something particulary rare, then it is likely that a few more polygons can easily be spared on its model than for more common objects of otherwise similar size, complexity, etc.
Above all, use common sense - if it's visually hideous because it doesn't have enough polygons, it's not your top level model, and if it's in the 5 digit range for polygon count, it's not your lowest level LOD. Take into consideration how much screen real estate, based on the intended in-game size of the model (and if you don't have any idea how big it's supposed to be - you're doing something wrong already) the model will be taking up at various distances, and calibrate detail appropriately (this will become a much easier task once there is a visual modeling tool from the VS side) - to belabor the obvious, the difference between 500 polygons and 5000 gets somewhat obscured when the object is only drawn using 64 pixels. Note therefore that larger objects will often necessitate higher polygon counts merely because there's more of them to see.
(Note that there is no need to continue adding LODs beyond a point of "diminishing artistic returns" - if adding more detail won't help, don't bother. If adding detail helps, but is too expensive to be practical, then it may still be worthwhile for later inclusion as hardware resources increase.)
For small to moderate craft and installations, something along the lines of either of the following is not inappropriate:
(Exponential Scaling)
* LOD 0