Game Development Reference
In-Depth Information
Chapter 10. Levels of Detail (LODs)
CD Files
Kila_Texture.mb
Kila_Pose.mb
Kila_LOD_Prep.mb
Kila_LOD_Active.mb
Grae_Texture.mb
Grae_Pose.mb
Grae_LOD_Prep.mb
Grae_LOD_Active.mb
KilaBody.tga
KilaHair.tga
KilaHead.tga
GraeBody.tga
GraeBody_Bump.tga
GraeBody_Spec.tga
GraeMisc.tga
GraeMisc_Bump.tga
GraeMisc_Spec.tga
GraeWing.tga
Now that our characters are complete, including textures, and have been signed off by our
managers, we can proceed to generate the level of detail (LOD) models needed to preserve
processing power.
As we have already discussed (mainly in Chapter 5 , “ Model Optimization ”), saving pro-
cessorpowerandmemoryisveryimportantwhencreatingcomputergames.Herein Chapter
10 we will demonstrate how to gradually reduce a character to its lowest resolution, effi-
ciently optimizing the model to get the various levels of detail needed in the game.
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