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 ...
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