Talk:LOD Models: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 13: Line 13:
::<code>$body</code> is a less complex version of <code>$model</code>. The <code>$model</code> command offers more parameters (flexes, eyes, etc.), mainly for use with characters. In most cases, <code>$model</code> should be be used with characters, and <code>$body</code> should be used with props. --[[User:JeffLane|JeffLane]] 17:43, 20 Mar 2006 (PST)
::<code>$body</code> is a less complex version of <code>$model</code>. The <code>$model</code> command offers more parameters (flexes, eyes, etc.), mainly for use with characters. In most cases, <code>$model</code> should be be used with characters, and <code>$body</code> should be used with props. --[[User:JeffLane|JeffLane]] 17:43, 20 Mar 2006 (PST)
:::Thanks for clearing this up! I have added it to [[.QC Commands]] so other people find the information faster. --[[User:Vaarscha|Vaarscha]] 23:48, 20 Mar 2006 (PST)
:::Thanks for clearing this up! I have added it to [[.QC Commands]] so other people find the information faster. --[[User:Vaarscha|Vaarscha]] 23:48, 20 Mar 2006 (PST)
==Units==
Why on earth does the LOD system use metres whereas the rest of the game uses units = inches?  The only mention of this fact is cursory at best.  I realise metres may be more convenient for eyeballing distances, but inconsistency is confusing.

Revision as of 22:30, 20 July 2006

You might want to mention the use of Max's "MultiRes" modifier which can be used to progressively reduce the polycount of a mesh without having to re-model it. It's very useful for character models and has the ability for you to lock specific vertices from being collapsed where you want to retain detail. If you also save your envelope data from the Skin modifier you can re-load it on a model after using MultiRes so you don't need to re-do the vertex weights. I've used the technique numerous times and you can turn out 5-6 LODs for a character model in under 20 minutes. --Wunderboy 14:38, 14 Mar 2006 (PST)

Hey, thanks for adding so much character-model specific stuff. Unfortunately I only have experience with props, as HEAT has yet to find a decent player modeler :(
Maybe it would have been a better idea to make two seperate parts, one for props and one advanced part for characters? Because right now, it seems to be a little overkill for someone who'd like to do a LOD for a regular prop (especially the .QC part - maybe I'll just add a prop-QC complete example).
As for the MultiRes: I think for character models it is the best choice, but not for my example. It'll start removing vertices in places you don't want to, and (this happens if you have some big faces, not like on some player models) the smoothing groups get messy. The Vertex Weld is the better (because faster) choice in my example, yet it might be interesting and helpful to have another example for character models. Maybe you can make some screens when you do your next one?
I've written "Reducing polys of complex surfaces - This can be done by using the tools your modeling package offers.". As you pointed out, it's a good idea to mention the tools available (for each specific modeling package). Maybe some XSI and Maya modelers read this and can post the tools with a short description of what they do and where to find them. --Vaarscha 23:25, 14 Mar 2006 (PST)

$body vs $model

I noticed you used $body in the simple example but all the QC's I've seen for Source use $model. Are they interchangeable or was it just an oversight? --Wunderboy 11:37, 20 Mar 2006 (PST)

It was not an oversight. It does work with $body, at least for static props. It doesn't for physic props, I think, but I'd have to try that.
In fact, I'd eagerly like to know what's the difference between both. The wiki contains no valueable information on this ($body isn't even listed in qc commands) and I haven't found any other information either. I believe that $body uses less resources, but I might be absolutely wrong here. Guess we need clarification from someone who knows. --Vaarscha 15:29, 20 Mar 2006 (PST)
$body is a less complex version of $model. The $model command offers more parameters (flexes, eyes, etc.), mainly for use with characters. In most cases, $model should be be used with characters, and $body should be used with props. --JeffLane 17:43, 20 Mar 2006 (PST)
Thanks for clearing this up! I have added it to .QC Commands so other people find the information faster. --Vaarscha 23:48, 20 Mar 2006 (PST)

Units

Why on earth does the LOD system use metres whereas the rest of the game uses units = inches? The only mention of this fact is cursory at best. I realise metres may be more convenient for eyeballing distances, but inconsistency is confusing.