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Chapter 10. Levels of Detail (LODs)

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 processor power and memory is very important when creating computer games. Here in Chapter 10 we will demonstrate how to gradually reduce a character to its lowest resolution, efficiently optimizing the model to get the various levels of detail needed in the game.


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