Modeling - Getting Started: Difference between revisions

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[[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]]
[[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]]
[[File:Singlesided_blender.jpg|thumb|270px|To set faces to Singlesided (Blender), deselect the Doublesided button]]
[[File:Singlesided_blender.jpg|thumb|270px|To set faces to Singlesided (Blender), deselect the Doublesided button]]
===Mesh===
* Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object.
* Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object.
* Delete unseen faces (such as those under the model hidden by the ground, or face inside the model if there are)
* Remove "line faces" which are faces whose points are in the same line
* Don't forget to remove double vertices
===SingleSided/DoubleSided===
* Set all the faces of the model to SingleSided. DoubleSided faces are very expensive to render properly.
* However, if a face need to be displayed for every view angle, use two-sided display instead of two opposite faces with one-sided
===Textures/Materials===
* Use Materials on Objects instead of textures where possible.
* Use Materials on Objects instead of textures where possible.
* Set all the faces of the model to SingleSided. DoubleSided faces are very expensive to render properly.
* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead.
* Use a single texture.
* Textures must be a power of two (or it will be resized at loading...)
* Textures, transparency and .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
* Use a single texture. However, if your model absolutely needs alpha texture and another part of the model is opaque, you can use two textures: one with alpha and the other without.
* Don't use alpha in texture when it is not needed
 
===LOD===
* If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD.
* If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD.
===Other===
* Textures, transparency, .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
* Also avoid smooth shading when possible.


== Resources ==
== Resources ==
113

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