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Question by bpears · May 29, 2013 at 10:52 PM · textureoptimizationmodelinglod

How to texture LOD model versions?

In the unity docs here: http://docs.unity3d.com/Documentation/Manual/LevelOfDetail.html

it shows in the screenshots that the hipoly and low poly meshes are both only using one material. How can you texture the low poly like the hipoly without having the geometry anymore? One large texture? That doesnt seem very optimized?

And the hipoly only has one material also. That too seems unoptimised since the thing to do is break up parts that tile, like brick, and then have separate texture for window, etc.

Feels like im missing something with how everything got textured...

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avatar image bpears · May 30, 2013 at 06:36 PM 0
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Answer by bodec · May 29, 2013 at 10:58 PM

you have to remap your lowpoly on a high res map or use a lowres map also using the LoD function (I think is pro only) will change out which polygon to use based on the distance from the object you are. I good view of this is create a terrain specal some trees on it and run across to the trees as you get closer the trees will shift from a 2d image to a 3d modle. same basic principal.

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avatar image bpears · May 29, 2013 at 11:04 PM 0
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I know how LOD works, trying to figure out how things should be textured in relation to LOD. Since there needs to be a hi/low poly mesh, with the same texturing overall, yet different geometry. I had been thinking correct practice was: textures were supposed to be broken up, ins$$anonymous$$d of having giant textures that could have just been tiled.

avatar image cupsster · Sep 26, 2013 at 10:10 PM 0
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I think Unity have built in import settings for auto mapping of LOD groups when properly named.

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