Level of Detail techniques for trees and other objects

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  12 December 2017
Level of Detail techniques for trees and other objects

With Cinema 4D camera LOD there is an increased advantage doing retopo of most common repetitive objects like foliage, trees, stones etc. and have say 3 to 4 LODs at least for most circumstances.

So what is the techniques adopted for creating various LOD?

- the sculpt/ projection mesh tool?

- the sculpt/ bake tool?

- the new polygon reduction generator?
  12 December 2017
One method is first create thelow res mesh as quads with UVs, and then sculpt at 4 levels of subdivision, then bake each level for LOD.
Another option is render a sprite for the lowest level.
If you are given a high res mesh first, the new C4D reduction preservers UVs, so does Zbrush decimation master although they produce triangles.
another method is reduce high res model in Zbrush with remesher to get quads, then project original UVs back onto low res quads model with VAMP, or Maya transfer UVs in world space.
A cloner can also be used with LOD objects sorted using weight or modify clone, for instance a shader effector could sort the LOD. Then control LOD with texture shades ...
  12 December 2017
Thanks. This is mostly regarding models that are given to us, not our own.
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