Decimation ratio from LODx to LOD(x+1) should be always atleast 50% :). There is no need for ordinary object (size of this tree stump) to have more than 3 LODs (lod0, lod1, lod2)
@@jinno1236 well it also depends on scale of your game. If you work on your personal project, you can do basically only LOD0 and you are still fine. If you are working on high budget project, then you need to optimalize ( hello unreal 5 nanite friends).
Thanks for posting this tutorial, I haven't messed with LOD very much yet. I'm starting to get to the point that I need to start making them. This will make a great reference video for that effort.
oh hey so i seen your other vid i didnt mean to insult and honestly i enjoy the variety of accents its better and easier to understand than people from central Florida and english is there first language lol the only people who take the time to write something are simply ass holes with nothing better to do than mask there own inability's or insecurities by pointing out others flaws or imperfections BUT as Andrew Price said it so well " imperfection is the virtual perfection" and i think that to me means so much more than he ment it to mean...
Thank you very much for taking your time and write me this comment! This really means a lot to me. It is really important for me to create something which is enjoyable for (the most) people. But it is as well important to keep your personality. Even I do this for other people, I want to do it my way!
What is the workflow for rigged models (like characters) - do I have to re-rig each LOD mesh, if I am not using the decimate function but build them by hand?
I've downloaded a bunch of asset packs (rocks) and none of the objects have any LODs. How can I bring them into Blender to create LODs for them? or, is there a way to do it in Unity directly?
I would really like to know if for some objects, like a weapon for example, you have to adjust the textures and UVs, too. I am currently working on a weapon and I'm not entirely sure how I need to deal with it.
It can happen that you 'destroy' your UV map by reducing vertices. Care about that. Basically the texture should still work. In some cases you can reduce texture quality for LODs as well.
Hi! If it's possible, can You add a timestamp from 0:00 (It could be called intro or whatever)? If You do this, Your video will divide into segments on tracking bar like here for ex: th-cam.com/video/DEeAN471boQ/w-d-xo.html It's only optional, but very useful for some viewers. Thanks
Hey. I think those kind of timestimps you are talking about are very useful. But I can't figure them out in your link. As well I tried to add timestamps in my description as well, but somehow they are not visible to me. Is there anything else to add those?
Decimation ratio from LODx to LOD(x+1) should be always atleast 50% :). There is no need for ordinary object (size of this tree stump) to have more than 3 LODs (lod0, lod1, lod2)
"3LODs" That depends on polycount of the model and also what type of game you are working on..
Maybe but honestly if you're using Decimate it doesn't really take much effort to create more lods
@@jinno1236 well it also depends on scale of your game. If you work on your personal project, you can do basically only LOD0 and you are still fine. If you are working on high budget project, then you need to optimalize ( hello unreal 5 nanite friends).
Thank you very much for this. It was a success.
Thanks for posting this tutorial, I haven't messed with LOD very much yet. I'm starting to get to the point that I need to start making them. This will make a great reference video for that effort.
This worked great for my needs, Thanks very much for the helpful video.
first great tut. second im impressed at how well you hack up the english laung and i can still understand you enough to keep up lol thanks again
oh hey so i seen your other vid i didnt mean to insult and honestly i enjoy the variety of accents its better and easier to understand than people from central Florida and english is there first language lol the only people who take the time to write something are simply ass holes with nothing better to do than mask there own inability's or insecurities by pointing out others flaws or imperfections BUT as Andrew Price said it so well " imperfection is the virtual perfection" and i think that to me means so much more than he ment it to mean...
Thank you very much for taking your time and write me this comment! This really means a lot to me. It is really important for me to create something which is enjoyable for (the most) people. But it is as well important to keep your personality. Even I do this for other people, I want to do it my way!
Still great help in 2023 subscribed
Great explanaition, thank You.
Those ratios were super useful
I using LODS for my trees in Game Guru max hope this will help having a hard time with them. Also great video tutorial. Subscribed thank you.
legend!
Good to know. I use Unity 3D and Godot.
At 8:15, 5th point should be like :Select all LOD meshes-Starting with the highest detail
Great video man! How i understand, LOD0 is the mesh himself without decimation?
You deserve a like!
Great lesson! Thanks! Subscribed
Great video, thanks for sharing !
Thank you very much!
Shouldn't you test if the new mesh conforms to the original using the shrink-wrap modifier?
Hey! To be honest: Haven't thought about this. But sounds good! Thanks!
great tutorial thanks!
👍👍👍
Thank you!
Verry Good. Thank you.
Great video
Thank you! :)
What is the workflow for rigged models (like characters) - do I have to re-rig each LOD mesh, if I am not using the decimate function but build them by hand?
Nice
And what if we want to export more than one object and both objects have their separate LODs
Very thanks you!!
I've downloaded a bunch of asset packs (rocks) and none of the objects have any LODs. How can I bring them into Blender to create LODs for them? or, is there a way to do it in Unity directly?
best !
I would really like to know if for some objects, like a weapon for example, you have to adjust the textures and UVs, too. I am currently working on a weapon and I'm not entirely sure how I need to deal with it.
If it is necessary for any kind of games: I'm not sure. Have never needed it yet!
Great video!
But what about the texture?
Must we bake texture first before applying "Decimate" modifier?
Dude does this also work on rigged model, or we lose the weight paint!?
Thanks a lot Tut. Very slow and detail for beginner. Someone could dev one click solution for create LOD 01234 with decimate modifier . :)
This is great!
I must do lods on a character, if I do this do the texture will still work ??
It can happen that you 'destroy' your UV map by reducing vertices. Care about that. Basically the texture should still work. In some cases you can reduce texture quality for LODs as well.
wau q locura gracias enseñarme
thanks
4:20 what tool is he using to drag verts down like that?
He's selecting the verts in Edit Mode and moving them manually.
@Oriental-lg9pb sorry my question wasnt clear i meant like so that they automatically dissolve together like that 🥺
can this methode work for unreal too?>
I have not tried it yet.
Hi! If it's possible, can You add a timestamp from 0:00 (It could be called intro or whatever)?
If You do this, Your video will divide into segments on tracking bar like here for ex: th-cam.com/video/DEeAN471boQ/w-d-xo.html
It's only optional, but very useful for some viewers. Thanks
Hey. I think those kind of timestimps you are talking about are very useful. But I can't figure them out in your link. As well I tried to add timestamps in my description as well, but somehow they are not visible to me. Is there anything else to add those?
Good video, but you really need to work on your English, dude.
Thank you. yeah, I'm always try getting better.