Game Development Reference
In-Depth Information
FIGURE 10.18 The second level of detail, up close.
LOD 3: 1000 Polygons
LOD3willbequiteadramaticstepdownbecausewewillbeabletoremoveahugeamount
of polygons from areas where they are not seen at this distance.
1. Create the base geometry to work on. Duplicate the previous LOD's group (Kil-
a2948) and call the new copy Kila1000.
2. Create a new display layer called Kila_1000, placing into it the Kila1000 group
and its contents.
3. Turn off the visibility for the layer called Kila_2948. This leaves you with just the
new geometry to work on.
4. As you did before, zoom out to about half the size of LOD 2 to get an idea of how
the geometry will be viewed in a game. You can see this in Figure 10.19 . From
this distance, you can't see very much detail. Her facial features are lost, as are her
fingers. It should be quite easy to reduce this version down to 1000 polygons.
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