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omid3098

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Posts posted by omid3098

  1. Ah, no, it didn't help me. These gizmos aren't exported/can't be used by le... :(

    your right, this could not be export correct to FBX.

    we are working on it right now to find other way to use this effect! <_<

     

    some good modeling tips for overcoming poor deformation:http://wiki.polycount.net/Limb_Topologyhope it's of use to you...

    it is very usefull for me.. thanks man :)

  2. these are mine:

    for a character its almost 4000-6000 depend on importance of your character.

    normally 2-3 LODs for characters if you have enough time to make them. and for normal object LODs depends on quality of your model. you can not define a spesefic number, for one of your models you can create 4 or more LODs, and for another one you can't create even one LOD. because it will looks bad.

    and about "how many on screen at once": I tried crysis and normally there is 500k-1.200k tris on screen with 30-90 fps on my PC.

  3. Thank you Eternal Crisis for sharing your shaders. it's very good to have such shaders in any possible ways!

    and I think it would be better to have your shaders directely with editor. such as other shaders available (HDR, DOF,...)

  4. this is not about your problem, and I hope you can do what you want to do.

    well. I don't suggest you to export all your level into a single file.

    this way you can not use LODs for your models, and you allways have to render all your scene which may decrease FPS.

    export your models one by one using Alex exporter by unchecking reset transform. and when you import all your models into LE with same position, they will be place as they was into 3ds max. you are able to set different LODs for each model, define visibility distance for each model, and create phygens more precise..

  5. I thought creating LODs should be very difficult. but now I do it really simple in 3ds max, and also I know there is many other easy ways to create LODs!

    if you don't have 3ds max, you can use meshlab.

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