Editing Arcane University:LOD Model Creation

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===Method 1: Create extra-low poly and bake===
 
===Method 1: Create extra-low poly and bake===
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This method is ideal for objects that already use baked textures, or unique architecture. The workflow is exactly the same as baking from a high poly to low poly model. Simply retopologize your model to have fewer faces, adjust UVs if needed, and bake. Since it will only ever be seen from far away, automatic decimation may even produce an acceptable result. Finally, shrink the first LOD level along its normals by 3-5%. This will prevent flickering as the full model loads in on top of it in game.
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This method is ideal for objects that already use baked textures, or unique architecture. The workflow is exactly the same as baking from a high poly to low poly model. Simply retopologize your model to have fewer faces, adjust UVs if needed, and bake. Since it will only ever be seen from far away, automatic decimation may even produce an acceptable result.
  
 
===Method 2: Adjust UVs and decimate===
 
===Method 2: Adjust UVs and decimate===
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The important thing in this method is that in order for the LOD texture to go on the atlas, all the UVs must be within the 0 to 1 range. That is, they must all be in the same UV square, not going across its boundaries. So the first step is to do this, by cutting the UVs up, or squishing them into the bounds. The model will only be seen from very far away, so some squishing and stretching is tolerable. If you have a face that uses the tiling several times over, and can't be cut up, you can also make the LOD texture itself tiled. Just be sure to account for that every time you use it. For extremely intense tiling (like mountains) you can use the full texture, but do this sparingly, and only at LOD0.
 
The important thing in this method is that in order for the LOD texture to go on the atlas, all the UVs must be within the 0 to 1 range. That is, they must all be in the same UV square, not going across its boundaries. So the first step is to do this, by cutting the UVs up, or squishing them into the bounds. The model will only be seen from very far away, so some squishing and stretching is tolerable. If you have a face that uses the tiling several times over, and can't be cut up, you can also make the LOD texture itself tiled. Just be sure to account for that every time you use it. For extremely intense tiling (like mountains) you can use the full texture, but do this sparingly, and only at LOD0.
  
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Once the UVs are all condensed, decimate or retopologize as usual. Shrink the first LOD level along its normals by 3-5%. This will prevent flickering as the full model loads in on top of it in game. Now it is ready for export.
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Once the UVs are all condensed, decimate or retopologize as usual and export.
  
 
'''A handy tip''': When making LOD models for a set, keep a separate file with all the related LOD materials collected, so you can then import them and assign them to whichever model you are making.
 
'''A handy tip''': When making LOD models for a set, keep a separate file with all the related LOD materials collected, so you can then import them and assign them to whichever model you are making.

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