SIMS特级设计师 SIMS梦工厂【设计院】
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本帖最后由 露露可 于 2011-12-28 16:36 编辑
原文:When you’re done with meshing and UV mapping, start to make your LODs. LODs are a mesh’s level of details. There’s LOD0 which is the most detailed one and that has the most poly count. Then there’s LOD1, LOD2 and LOD3. LOD3 has the lowest poly count and shouldn’t be detailed at all because it will only show in sims’ family trees, thumbnails and such.
So I suggest that you make your LOD0 originally in your 3d application then use a poly count optimizer to reduce the poly count. There’s the ‘ProOptimizer’ in 3ds Max 2010 and ‘Optimizer’ in the earlier versions. If you’re a Milkshape user then there’s DirectX Mesh Tools that reduce the poly count.
If you have no idea on how many polys your mesh can have look at EA meshes. You’ll notice the LOD0s are not higher than 5000 and the LOD3s not higher than 250. You don’t have to make your hair that lowpoly though, I think a 7000 poly hair is still OK.
翻译(我是英文盲,只是根据谷歌翻译,然后靠自己的经验和理解来翻译的。不精准的地方还请见谅,同时也欢迎补充和纠正):
当你的模型和uv展开都完成后,现在我们检查一下你的网格细节。LOD0这是最多也是最精细的点面。然后是LOD1,LOD2和LOD3,LOD3是最低的点面,所以它不能有太多的点面,因为他只会出现在模拟人生里被拉远的家庭和树等模式下,因此,建议以你的L0D0那个高点面的模型为基础,用模型优化工具来减低点面。如果你不知道具体应该减去多少点面,您可以参考EA自带的网格,你会注意到LOD0不低于5000和L0D3不高于2500.我觉得最高的点面数在7000都还算OK。 |
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