Blender LOD issue

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  • vline45
    Member
    • May 2010
    • 65
    • Sydney, Australia

    #1

    Blender LOD issue

    I'm just looking to create some general scenery and learn about LODs on the way, maybe to use later on locos. I have created the hierarchy of high-detail at 20m then less detail at up to 1000m, I copied the 20m one, then renamed to MAIN_1000 to create a lesser detail version, but it gives me now two models. Is this right? thanks

    cont1.jpg
  • superheatedsteam
    Senior Member


    • Jun 2004
    • 764
    • Perth, WA, Australia.

    #2
    That is correct. Now you can edit and simplify the geometry in the MAIN_1000 collection and that is the model that will be drawn between 20 and 1000 metres.

    Comment

    • vline45
      Member
      • May 2010
      • 65
      • Sydney, Australia

      #3
      Ok excellent, thanks. Just checking that I understood the process correctly. So multiple models are essentially exported also to the .s file, then each model is loaded in game when measured. I assumed the file size would double with the two containers vs. one container but it's 848kb vs 696kb, so not too bad. Cheers.

      Comment

      • vline45
        Member
        • May 2010
        • 65
        • Sydney, Australia

        #4
        I have now decimated the container but this has mixed up the UV layout with faces deleted, is there a way to keep the UV layout from the 20m container, which is still good? My first thought is to save the MAIN_20 UV as an image then load it in the MAIN_1000 then re-shape the UV around that? Maybe there's a quicker way?

        cont2.jpg

        Comment

        • superheatedsteam
          Senior Member


          • Jun 2004
          • 764
          • Perth, WA, Australia.

          #5
          Ending up with mixed up UV after faces have been deleted from the lower detailed object is expected behaviour.

          Without knowing what your workflow is, or examining or viewing the issue first hand, it is hard to make specific suggestions.

          In general though, for quicker UV mapping I would suggest using seams.

          I found the following tutorial informative, as unlike many others, it unwraps an entire model and demonstrates multiple examples of a number of different issues that one is likely to encounter.

          https://www.youtube.com/watch?v=HDURGTLNu2Q Become a BOSS at UV Unwrapping (Tutorial)

          I'm a slow learner so I had to watch that tutorial 2-3 times over a couple of weeks before it slowly sunk in and even then it took me a while to get used to actually using this method. I'm glad I persisted though because now, by using seams with live unwrapping enabled, I can take any complicated 3D object and have it mapped out in a fraction of the time it used to take me previously by using the select faces and project from view method.

          The whole tutorial is worth watching but the unwrapping process starts at around 60 minutes into the tutorial.

          Hope this helps.

          Cheers,

          Marek.



          Comment

          • pwillard
            3000 Post Veteran



            • Nov 1999
            • 3070
            • Cumming Ga
            • ORTS

            #6
            Exactly... The technique to learn here is baking higher-resolution model renders onto lower-poly models.

            Another Example: https://www.youtube.com/watch?v=b9LYJDxKEmU
            http://www.railsimstuff.com
            Just Blender now, 3DCrafter only when I have to.
            Formerly The Keystone Works (All Permissions Granted)
            Things I work on: https://github.com/pwillard

            Comment

            • vline45
              Member
              • May 2010
              • 65
              • Sydney, Australia

              #7
              Originally posted by pwillard
              Exactly... The technique to learn here is baking higher-resolution model renders onto lower-poly models.

              Another Example: https://www.youtube.com/watch?v=b9LYJDxKEmU
              Yeah, I need to look into this. I'm making highish (I think, I need to see a standard) poly loco models with average-to-ok UV mapping then most of it texture-painted and minor adjustments in an editor. So I assume the whole model is drawn for the whole session if left at one-high poly count.

              But, just so I understand, implementing LOD levels is different to your baking suggestion, right?

              Thanks.

              Comment

              • pwillard
                3000 Post Veteran



                • Nov 1999
                • 3070
                • Cumming Ga
                • ORTS

                #8
                Yes. Different concept. One (LOD) is actually moving from a higher poly model for up close view to a lower poly model at distance (where you can't see detail). The other is producing a super high poly model, baking renders of it, and applying those renders to every model in each LOD where those details are not modeled... primarily for tiny details like rivets, nuts/bolts, etc. A combination of the two is often done, but it takes more time and is frequently skipped. To be fair, our higher processor and graphics power in modern computers makes this less critical now, but it should at least be attempted.
                http://www.railsimstuff.com
                Just Blender now, 3DCrafter only when I have to.
                Formerly The Keystone Works (All Permissions Granted)
                Things I work on: https://github.com/pwillard

                Comment

                • vline45
                  Member
                  • May 2010
                  • 65
                  • Sydney, Australia

                  #9
                  Ok cool, thanks for clarifying. One more question before I actually try to finish a Blender model and not start another

                  81lod1.jpg

                  In the hierarchy, I cannot have BOGIE1 & BOGIE2 named in both MAIN_50 & MAIN_1000, if I try, it will rename the other to BOGIE1.001 etc as shown, so I can't do LODs (for the bogies at least), is there a way around this or am I not right here? Thanks.

                  Edit: Just a thought, I guess this is not an issue for the body or scenery items, as they're named differently each time with the underscore then distance e.g. MAIN_100.

                  Comment

                  • superheatedsteam
                    Senior Member


                    • Jun 2004
                    • 764
                    • Perth, WA, Australia.

                    #10
                    The reserved object names BOGIE1 and BOGIE2 (along with WHEELS11, WHEELS12, etc) are required by MSTS/OR in order to rotate these objects automatically without the model maker required to animate them manually.

                    Blender does not allow duplication of object names so what you are observing is expected behaviour.

                    Your screen shot shows the correct 'order' of the naming convention to use.

                    The correctly named BOGIE1 and BOGIE2 in the MAIN_50 collection will be animated by MSTS/OR automatically as expected, assuming your origin points and orientation are correct.

                    BOGIE11.001 and BOGIE2.001 which will be drawn from 51 to 1000 metres will not be animated which is not an issue as these animation will not be seen at 50 meters.

                    Also, many modellers start new models while trying to 'finish' existing projects. This is normal and healthy behaviour. It provides variety and diversion when existing projects temporarily fall out of favour. By chance I started a NSWGR AD60 last night as a fun diversion from other project that I should have been putting step lights into.

                    Cheers,

                    Marek.

                    Comment

                    • vline45
                      Member
                      • May 2010
                      • 65
                      • Sydney, Australia

                      #11
                      Ok cool, thanks, I just thought that the BOGIE1.001 etc would just disappear as it's not in the naming convention, but that's all good then.

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