Contributor ajz3d Posted January 17, 2013 Contributor Report Share Posted January 17, 2013 What's the best approach to multiple levels of LOD in 3D Coat? Multiple baking with different subdivision levels and then exporting hi-res meshes of each bake from paint room to a file, while reusing textures painted once (on the highest subdivision bake)? Sorry if I don't sound too clear. I slept for only one hour today. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 17, 2013 Contributor Report Share Posted January 17, 2013 Sleep, and the REM state in particular, is when memory is consolidated. It is vital to your continued health and psychological well being. Churchill used to take cat naps at four hour intervals. I took a nap today and it was delicious. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 18, 2013 Author Contributor Report Share Posted January 18, 2013 REM, REM... Cut the C64 chatter, Red Two. Anyway, I'm all out of cigars. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 18, 2013 Author Contributor Report Share Posted January 18, 2013 No solutions. Okay... calmly passing out... Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 18, 2013 Report Share Posted January 18, 2013 do you have a high model and some decimated models ? bake the high textured model over the decimates ones at lower resolution 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 18, 2013 Author Contributor Report Share Posted January 18, 2013 Let's say I've got two meshes: the low poly (result of retopologisation) and super-high poly one that came from the Voxel Room. I understand that to get multiple LOD meshes, say three, one needs to bake at least two times - with different subdivision. So, for example (and for simplification's sake I'll talk about only several polys here) if a retopo mesh is made from 6 quads what one have to do is: 1. Bake with subdivision of 24 then save the subdivided mesh as LOD2 2. Go back to Retopo Room and bake with subdivision of 96 (the next bigger subdivision available) then save the subdivided mesh as LOD1. 3. Use retopo mesh as subdivision as LOD3. 4. Bake with the highest subdivision possible (to provide better normal map baking) and paint textures on the high poly result. Export the textures for use by all three LODs. Do not use this high-poly model to anything except this. Would this be a correct workflow? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 19, 2013 Report Share Posted January 19, 2013 hope it help http://www.3dworldmag.com/2012/08/30/expert-games-tips-generate-more-effective-level-of-detail-models/ 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 20, 2013 Author Contributor Report Share Posted January 20, 2013 Thanks for the article. It contains a few quite interesting tips. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 5, 2013 Report Share Posted June 5, 2013 If i understood well... How -please- do you use the same texture painted on the high poly, over the Low LOD models with different UVlayout ? Are you baking only NMaps ? ty Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 6, 2013 Author Contributor Report Share Posted June 6, 2013 (edited) If you're referring to LOD models for games, then unless LOD meshes have the same (or very similar) UV layouts, transferring textures through baking is the only solution here I believe. But, if you're referring to my post #6 and we're not discussing game models, then all LOD models have UVs and topology preserved (because it's only the subdivision that differs them), so they all can use the same textures. However I reconsidered this approach and found out that it's better to use adaptive subdivision (a.k.a. subdivision approximation) in render time instead. Saves some unnecessary work and is more efficient during rendering (especially if subdivision takes screen space into consideration). If LOD was to be used only for viewport display purposes (in heavier scenes), proxies or bounding boxes may be better in it. Edited June 6, 2013 by ajz3d Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 6, 2013 Report Share Posted June 6, 2013 ty ! Quote Link to comment Share on other sites More sharing options...
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