NOTE:
The original LOD section of the "low
polygon modeling page" only showed 3 LOD models being used.
Since that time we have come to the conclusion that 3 LOD models is
the absolute bare minimum number of LOD's that a model designed
for AI use should have. NOTE #2: This is not a "how to use GMAX" tutorial, we assume you already know how to use gmax or whatever program you might be using to build your model in. |
What
does "LOD" mean anyway? This is particularly
important for AI models, since at a busy airport, you will have many
planes in view. If you are seeing 20-30 planes, and none of them use
LOD models, your framerates will probably suffer for it. This is why
for AI use, you should seek out planes that use LOD models. If you
use a very detailed, 32,000 polygon model that has no LOD models (no
LOD models are also sometimes referred to as single LOD models) as
AI, FS will be calculating textures and lighting on 32,000 polygons
no matter if the plane is filling the screen, or if it is a tiny dot
on the horizon. 3 LOD models is
pretty much the absolute minimum of LOD models you should use
on an AI model. A 3 LOD model is going to have to make one of the
compromises described above though. Here's
a line up of ai-aardvark 757-200's. This is a very early aardvark
model and it only uses 5 LOD models. The closest 757 is the LOD1 model,
and the one the furthest away is the LOD5 model. Can you tell where
the LOD2 model starts appearing? Or the LOD3 model? The
LOD2 model retains the wing, tail surfaces, and most of the gear parts
of the LOD1 model. These parts are all relatively low poly to begin
with since they are not curved. |
Now lets take
a look at a more recent aardvark aircraft, the 727-100 (9 LOD models),
afterwards, there will be more specifics about some the choices that
were made. |
WIRE
FRAME MODEL
|
SOLID
TEXTURED MODEL
|
POLY
COUNT |
COMMENTS
|
2272
|
LOD 1 This
is the most detailed LOD model which will only be seen when you
are very close to the aircraft. |
||
1909 |
LOD 2 This
model has less polygons on the lower half of the fuselage, on the
inboard sides of the engines, and wheels that have less sides than
the LOD1 wheels. |
||
1853
|
LOD 3 This model is basically still the previous LOD 2 model, but with lower poly wheels, which is why the total poly count has not dropped very much. |
||
1562
|
LOD 4 Still
the same fuselage as LOD3, but with a lower poly tail section, as
well as new engines. |
||
1191
|
LOD 5 Finally
we have gotten far enough away from the model so that the fuselage
can be replaced with a lower poly version without the LOD shift being
very noticeable. |
||
737
|
LOD 6 The
fuselage is replaced, along with the engines, wing and horizontal
tail. |
||
405
|
LOD 7 The
fuselage is replaced again, as are the engines. The vertical tail
is also simplified. |
||
134
|
LOD 8 We're
obviously a long distance from the model now. |
||
42
|
LOD 9 The
ultra simple model! |
People often wonder
what the best way to build the less detailed LOD models is. Basically,
you have two options: |
Here's the LOD1 engine of the 727. Basically, you make a copy of the engine and that copy will become the next simpler LOD engine model. Then you select and merge together 2 adjacent sides, and merge them together. In the picture above you can see that 2 sides/facets have been selected. | After merging the polys together you have eliminated half the polys from the area you selected. Depending on your modeling program you may need to select and delete stray vertices/points after this operation. |
Here's one half
of the engine after having half the polys removed from it. |
Building from
scratch. Building from scratch can be more time consuming than merging polys on an existing model, but it's easier to get a more subtle polygon reduction. Not all parts would be very time consuming, a 16 sided wheel could be quickly made to replace a 20 sided wheel. If you're trying to build an engine that has only 4 sides less than the previous LOD engine, Building from scratch is the way to go. First, you place your higher LOD part in a background layer or freeze it, so that you can still see it, but can't touch it. Then make a basic cylinder that is less sides than your previous LOD part, and start moving vertices around till it's as close a match to the "original" as possible. |
Here
we are have a 14 sided engine in the background layer and are going
to build a 10 sided version of it. Start off with a 10 sided cylinder that has the number of segments you need to semi-accurately model the contours of the original engine. In this case we're using 4 segments. |
|
Start selecting vertices and moving them around to match up with the contours of the original engine. Once you have everything arranged in the side view, you'll have to go to a top view to make sure everything is aligned in that axis as well. You'll probably find that this will go pretty fast since you're just matching up with the contours you most likely spent a great deal of time setting up for the LOD1 model. |
|
|
Inspect your final part from all sides and in perspective view. And make sure that your new part is matching the contours of the original part as closely as is possible given that you don't have as many polygons to work with. |
|
||
The 14 sided engine nacelle is on the top, the new 10 sided nacelle
is on the bottom. You can see another simplification of the 10 sided model that was not mentioned earlier here as well. The 154 poly nacelle had a more refined intake. You can see the extra polygons in the upper picture. |
Textures
hide a lot! The lack of polygons is most obvious around the intake of the 88 poly model, where it's much blockier looking than the 154 poly model above it. |
But from a distance, the two parts look almost exactly the same. |
The
727-100 fuselage presented some unexpected difficulties in creating
LOD fuselages for it. |
Here
is a simple animation of a test cylinder showing the specular shift
as the various LOD's shift. The number in the air above the cylinder
indicates the number of sides the cylinder has. The specular shift isn't quite as noticeable in this tiny animation, but quite apparent when you are watching it full screen on your monitor. The severe change in the specularity along the top of the fuselage is very apparent in the jump from the 16 to 14 sided cylinder, even at this reduced resolution. |
Not
satisfied with the two obvious options, being either: We
found a third option that allowed a shift to a lower poly fuselage,
without affecting the way the specular highlight appeared when the
LOD shift occurred. The solution was deceptively simple: The specular
highlight almost always appears on the top half of the fuselage
only. Any polygons that were eliminated from the lower half
of the fuselage would not affect the specular highlight at all. |
LOD 1 |
LOD 2 |
The shift to the LOD2 model was going to occur fairly quickly, while the model would still be quite large in the screen, which limited the amount of severe polygon reduction that we could do. In addition to the underside of the fuselage, we also eliminated polygons on the inboard sides of the engines, since this area of the engines is very difficult to see, especially from any distance. In addition to the fuselage and engines, all of the wheels were replaced with lower poly versions. All told, resulting in a LOD2 model that was 363 polys less than the LOD 1 model. |
There are some
parts that viewers eyes are drawn to more than others. These are parts
you need to be particularly careful of when the aircraft shift from
one LOD to another LOD. For this particular model, the shift from modeled windscreen to one that was just painted on isn't very noticeable, but that's not always the case. |
You may find yourself
working with a LOD fuselage where the painted on windscreen may look
very distorted because of the fuselage geometry. If you can't see
any noticeable shift in FS because of the distance that the shift
happens, you don't need to do anything. |
"I'm
using transparent windows, I don't think this will work for me." Why would you want to use transparent windows on an AI aircraft? Transparent windows on AI aircraft just add extra polygons. Once you have transparent windows, now you have to put something behind them so that you can't see the sky through the window. And that means adding polygons. Still not convinced? Take a break and head over to airliners.net and look at some airliner pictures. How many of them can you see through the windscreen and make out much of anything on the other side of the glass? And in how many of them does the glass just look black? Don't confuse reflections and glare as being able to see through the glass. |
Certainly there are times when you can see more through the windscreen than the occasional shoulder or morning newspaper thrown on top of the instrument panel. There are times when you can see straight through, but most of time you can't. All you see is darkness. So, instead of modeling what you see some of the time, model what you see most of the time. Sometimes you have to get past what may be an unconscious assumption that you're making: "It's GLASS, so obviously it's got to be transparent." |
Gear bays are
another place you can save polygons. Even if you insist on modeling
a 3D gear bay for your LOD1 model, you certainly don't need to keep
using dimensional gear bays for subsequent LOD's. Generally in FS on
most airliners, you can't even see the gear bays while an aircraft is
sitting on the ground. About the only time you can see the gear bays
on a plane is as it zips by you as it lands or takes off. So, all you
really need is to create the impression that there is a hole in the
fuselage that the gear retract into. The FedEx 727 pictured above does not have dimensional gear bays. Instead, it has a series of flat polygons that create the illusion of gear bays. These flat polys are animated so that as the gear retract, they simply move inside the fuselage and of sight. |
Here's the first keyframe of the 727 nose gear animation. All the gear parts are within the fuselage and not seen from the outside. The gear bay polys are the green objects. | Almost immediately after the gear doors appear, the gear bay polys drop into position just barely outside the fuselage. | At the end of the gear animation, the front set of gear bay doors has closed again, so one section of the gear bay polys has also retracted back into the fuselage. |
There are a few
areas where you can lose some parts of an assembly without losing
the illusion that the group of parts are still in place. Two obvious
areas are landing gear and flaps.
Flaps are
also made up of a collection of parts, the big obvious slab-like sections
of the flaps themselves, and the housings that cover the mechanisms
that actually move the flaps. These housings are often referred to
as "flap canoes".
Notice that the LOD3 flap canoes, while still representing the complete canoe, are simpler versions of the LOD1 canoes. LOD modeling is often a combination of simplifying the parts as well as removing parts that would no longer be visible. |
The easiest LOD model of all to build is the last one. The one that's so far away you can barely see it. This is the plane that will be making your framerates very happy when you're 5 miles out from a busy airport, because the polygon load on your computer will be next to nothing.
|
That's it. It's
not very hard, it will take a little more time to do, but your framerates
will thank you for it. If you have any questions, please drop by the AIA forum and post your question in the "modeling" section. We'll try to answer your question, or failing that, hopelessly confuse you. |