LOD for Scene Efficiency pt.1

October.27.2009 · Posted By - Allan

Many times we encounter projects with a great scale of scene, assets within contains are numerous and numerous means giga polycount like city blocks, community area or most common are game contents. How do we tradeoff performance and quality? The answer is LOD.

Level of Detail (LOD) is important to maintain interactivity and still getting 70-80% quality over high number of poly. With high poly contents in the scene it is the best way we impress ourselves in terms of details …

Building 458 Italia – Chapter 2

August.23.2009 · Posted By - Allan

Chapter2

Setting up the Backdrop images:

In this chapter we will learn how we put the backdrop images for use in our tracing type of modeling, the images below shows how i put them to view, with Modo i can manually adjust the size, orientation and its axis value in backdrop properties untill i get both references touches its end to end to make sure i get the right length of the top image and the left image, this is very important …

Building 458 Italia – Chapter 1

August.23.2009 · Posted By - Allan

Chapter1

Getting a Reference:

When it comes to building cars i always wanted to look at how i can make my modeling much easier and the biggest role of the process is having a good reference. Blueprint to be exact! but what if the car you wanted or the manufacturer is too shy to show off their secret build, sometimes (or generally always) they are too desperate to hide their prize possession by putting putty, black covers or even an armour looking …