How to create Level of Detail (LOD) in Blender 2.8 for Unity - Tutorial - preperation & export

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  • เผยแพร่เมื่อ 16 พ.ย. 2024

ความคิดเห็น • 54

  • @hajnisj
    @hajnisj 4 ปีที่แล้ว +23

    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
      @jinno1236 2 ปีที่แล้ว

      "3LODs" That depends on polycount of the model and also what type of game you are working on..

    • @manai2683
      @manai2683 2 ปีที่แล้ว +1

      Maybe but honestly if you're using Decimate it doesn't really take much effort to create more lods

    • @hajnisj
      @hajnisj 2 ปีที่แล้ว

      @@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).

  • @digitalconsciousness
    @digitalconsciousness 2 ปีที่แล้ว +3

    Thank you very much for this. It was a success.

  • @Palerider1011
    @Palerider1011 5 ปีที่แล้ว +3

    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.

  • @comradestryker
    @comradestryker 9 หลายเดือนก่อน

    This worked great for my needs, Thanks very much for the helpful video.

  • @wolfeatsheep163
    @wolfeatsheep163 4 ปีที่แล้ว +3

    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

    • @wolfeatsheep1017
      @wolfeatsheep1017 4 ปีที่แล้ว

      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...

    • @25games
      @25games  4 ปีที่แล้ว +1

      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!

  • @Ytsssss364
    @Ytsssss364 ปีที่แล้ว

    Still great help in 2023 subscribed

  • @alexbobyr8076
    @alexbobyr8076 3 ปีที่แล้ว +1

    Great explanaition, thank You.

  • @megumin4625
    @megumin4625 4 ปีที่แล้ว

    Those ratios were super useful

  • @A3dartist
    @A3dartist 3 ปีที่แล้ว +1

    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.

  • @sillyninja65
    @sillyninja65 ปีที่แล้ว

    legend!

  • @catafest
    @catafest 5 ปีที่แล้ว +1

    Good to know. I use Unity 3D and Godot.

  • @rajendrameena1170
    @rajendrameena1170 3 ปีที่แล้ว +1

    At 8:15, 5th point should be like :Select all LOD meshes-Starting with the highest detail

  • @dimension2395
    @dimension2395 2 ปีที่แล้ว

    Great video man! How i understand, LOD0 is the mesh himself without decimation?

  • @JustinS06
    @JustinS06 4 ปีที่แล้ว +1

    You deserve a like!

  • @Electronix1000
    @Electronix1000 5 ปีที่แล้ว

    Great lesson! Thanks! Subscribed

  • @alexandreancel6423
    @alexandreancel6423 5 ปีที่แล้ว

    Great video, thanks for sharing !

  • @barabahen
    @barabahen 4 ปีที่แล้ว

    Thank you very much!

  • @dukemagus
    @dukemagus 5 ปีที่แล้ว +2

    Shouldn't you test if the new mesh conforms to the original using the shrink-wrap modifier?

    • @25games
      @25games  5 ปีที่แล้ว

      Hey! To be honest: Haven't thought about this. But sounds good! Thanks!

  • @Bagatir
    @Bagatir 5 ปีที่แล้ว

    great tutorial thanks!

  • @cekconi1773
    @cekconi1773 2 ปีที่แล้ว

    👍👍👍

  • @hellenwilson2783
    @hellenwilson2783 4 ปีที่แล้ว

    Thank you!

  • @dr.kfamily7239
    @dr.kfamily7239 5 ปีที่แล้ว

    Verry Good. Thank you.

  • @2hundo68
    @2hundo68 4 ปีที่แล้ว

    Great video

    • @25games
      @25games  4 ปีที่แล้ว

      Thank you! :)

  • @Visuwyg
    @Visuwyg 2 ปีที่แล้ว

    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?

  • @samighasemi3333
    @samighasemi3333 3 ปีที่แล้ว

    Nice

  • @rishichakraborty4222
    @rishichakraborty4222 3 ปีที่แล้ว

    And what if we want to export more than one object and both objects have their separate LODs

  • @HutorX
    @HutorX 5 ปีที่แล้ว

    Very thanks you!!

  • @DavesChaoticBrain
    @DavesChaoticBrain 4 ปีที่แล้ว

    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?

  • @AntonioModer
    @AntonioModer 4 ปีที่แล้ว

    best !

  • @kot-kojote8168
    @kot-kojote8168 3 ปีที่แล้ว

    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.

    • @25games
      @25games  3 ปีที่แล้ว

      If it is necessary for any kind of games: I'm not sure. Have never needed it yet!

  • @Patricebrouh
    @Patricebrouh 4 ปีที่แล้ว +1

    Great video!
    But what about the texture?
    Must we bake texture first before applying "Decimate" modifier?

  • @jinno1236
    @jinno1236 2 ปีที่แล้ว

    Dude does this also work on rigged model, or we lose the weight paint!?

  • @steveyang4531
    @steveyang4531 5 ปีที่แล้ว

    Thanks a lot Tut. Very slow and detail for beginner. Someone could dev one click solution for create LOD 01234 with decimate modifier . :)

  • @ignaciobarthelemiez5369
    @ignaciobarthelemiez5369 3 ปีที่แล้ว

    This is great!
    I must do lods on a character, if I do this do the texture will still work ??

    • @25games
      @25games  3 ปีที่แล้ว +1

      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.

  • @lukdra
    @lukdra 3 ปีที่แล้ว

    wau q locura gracias enseñarme

  • @seyhasam40
    @seyhasam40 4 ปีที่แล้ว

    thanks

  • @porkyorcy1715
    @porkyorcy1715 ปีที่แล้ว

    4:20 what tool is he using to drag verts down like that?

    • @Oriental-lg9pb
      @Oriental-lg9pb ปีที่แล้ว +1

      He's selecting the verts in Edit Mode and moving them manually.

    • @porkyorcy1715
      @porkyorcy1715 ปีที่แล้ว

      @Oriental-lg9pb sorry my question wasnt clear i meant like so that they automatically dissolve together like that 🥺

  • @Vibhu_Kishan
    @Vibhu_Kishan 3 ปีที่แล้ว

    can this methode work for unreal too?>

    • @25games
      @25games  3 ปีที่แล้ว

      I have not tried it yet.

  • @mrhoxell
    @mrhoxell 4 ปีที่แล้ว +1

    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

    • @25games
      @25games  4 ปีที่แล้ว

      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?

  • @kot-kojote8168
    @kot-kojote8168 3 ปีที่แล้ว +1

    Good video, but you really need to work on your English, dude.

    • @25games
      @25games  3 ปีที่แล้ว +1

      Thank you. yeah, I'm always try getting better.