![]() ![]() Now assign HD LOD atlas in worldspace properties so it will be used in lod level 0. This texture will go into atlas generated by CK and be used by level 1 and 2 lod. Then make a copy of that atlas and resize it to 256, assign it to actual lod models. You can try to use 512 lod texture to test, I've never tried myself.Īnd to check if idea with HD LOD atlas will work, simply create 4 static lod objects (a plane or cube), create 2k atlas texture with 4 unique tiles, UV statics to each tile. ![]() If they won't fit, LOD will be corrupted. And I don't know when Ehamloptiran will fix them, he is modding Dragon Age Inquisition When building LOD, CK will gather all lod textures from all LOD meshes for all LOD levels and put them all on 2048k atlas divided into 8x8 tiles, so the resolution of each tile is 256. TES5LODGen is superior, but unfortunately is has some bugs preventing it from wide public usage.
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