![]() This is ok though because the player will never see this mesh up close. Note the obvious flaw that has resulted from a significant reduction in poly count on this mesh. Here you can see a close up of the LOD 3 of this EA mesh. LOD 2 and LOD 3 are seen when the Sim is viewed from so far away that only the most obvious details of the mesh will be seen. The viewer is still close enough to the Sim to see any obvious errors in the mesh. EA usually reduces their poly count for this mesh but not by a whole lot. LOD 1 is seen when the viewer is a short distance away from the Sim. **If this is the only LOD you replace your new mesh will switch to the EA original mesh when you zoom out from a close up view in the game. LOD 0 should be a high quality mesh able to stand up to close scrutiny. At very close view LOD 0 is seen on the Sim. These meshes are displayed on the Sim according to how close the viewer is viewing the Sim from. This is the EA hair I will use as the example for this mini-tutorial.Ģ. ![]() Most of these components need to be modified during the process of creating your own new hair mesh.ġ. ![]() This mini-tutorial will show you all the components of an EA hair.
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