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| == Basic workflow ==
| | #REDIRECT [[Mesh/Exporting_a_mesh_from_Blender#Basic_workflow]] |
| === Create a box (or monkey or teapot or hippo) ===
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| === Reduce polygons ===
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| The easiest way to reduce the polygon count of your mesh is via the "Poly Reducer" script, accessible via the Mesh -> Scripts -> Poly Reducer. This script reduces the number of polygons in the model without affecting its shape, much like the "Decimate" tool, but also maintains the mesh's UV mapping.
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| To quickly and easily produce a set of LOD meshes:
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| # Make sure your blender file is saved
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| # Export your full-detail mesh to COLLADA
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| # Run Poly Reducer with a poly reduce setting of 0.5 (to reduce your polygon count by half).
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| #* If you make any manual changes to tweak the resulting mesh, remember to update the UV map to match.
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| # Export your mesh to COLLADA; this will be the "medium" level of detail.
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| # Reload your original full-detail mesh. It's good to start from the full-detail mesh each time to prevent errors from accumulating, though this may not be a significant concern for simple meshes such as attachments.
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| # Run Poly Reducer with a poly reduce setting of 0.25 (to reduce your polygon count by three quarters).
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| # Export your mesh to COLLADA; this will be your "low" level of detail.
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| # Reload your original full-detail mesh.
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| # Run Poly Reducer with a poly reduce setting of 0.125 (to reduce your polygon count by seven eighths). | |
| # Export your mesh to COLLADA; this will be your "lowest" level of detail. You may also want to use this mesh when defining your model's physics.
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| Unfortunately the Poly Reducer script is currently only available for version 2.4x of Blender. The "Decimate" modifier is a serviceable substitute but the downside is that you'll need to redo the UV map for each LOD level.
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| === Apply textures ===
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| === Scale to meters ===
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| === Export to COLLADA ===
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| === Import to SL ===
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| == Bones and rigging ==
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| == Gotchas and Workarounds ==
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| == Tutorial links ==
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| [[Category:Mesh]] | |