Modeling - Getting Started: Difference between revisions

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[[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===
===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 possible, for example, combine all the parts of a building into one Object. Only have the separate objects if you need them for an animation or parts that use a transparent texture. (any object using more then one texture is anyway spitted by the rendering engine in separate objects)
* Delete unseen faces (such as those under the model hidden by the ground, or face inside the model if there are)
* 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
* Remove "line faces" which are faces whose points are in the same line
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* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead.
* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead.
* Textures must be a power of two (or it will be resized at loading...)
* Textures must be a power of two (or it will be resized at loading...)
* Avoid using big textures: 512x512 maximum is mostly enough for most models
* Use a single texture. However, if your model absolutely needs alpha texture and another part of the model is opaque, you should use two textures: one with alpha and the other without.
* Use a single texture. However, if your model absolutely needs alpha texture and another part of the model is opaque, you should use two textures: one with alpha and the other without.
* Don't use alpha in texture when it is not needed
* Don't use alpha in texture when it is not needed


===LOD===
===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. (very small models, such as fences can even be not displayed when they are far)


===Other===
===Other===
* Textures, transparency, .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
* Textures, transparency, .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them.
* Also avoid smooth shading when possible.
* Also avoid smooth shading when possible (only for curved surface if it really has an impact on model quality).


== Resources ==
== Resources ==
113

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