AutoDetails: DTSPlus!...and a new host
by Rex · in Artist Corner · 12/03/2008 (1:54 pm) · 11 replies
I've just finished uploading a video I had done recently, demonstrating the latest in DTSPlus! features...MultiRes autoDetails, like the ones the 'bigBoize' use in the ubberffic, expensive platforms!
...let's see how this renders out...:)
Enjoy.
...let's see how this renders out...:)
Enjoy.
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
12/04/2008 (7:44 pm)
Very enlightening. Thanks a lot for all you've done over the years for Milkshape users.
#3
12/04/2008 (7:52 pm)
Dito on what Willbkool said we all thank you
#4
I'll keep on, keeping on....as long as it takes!
Hey Ho....Let's GO!
12/05/2008 (2:38 pm)
Thanks, everybody....I really do appreciate being appreciated, lol.....feel free to post any comments at the hosting sites.I'll keep on, keeping on....as long as it takes!
Hey Ho....Let's GO!
#5
Being able to skip using the direct3d plugin tool to take a high poly mesh and make it lower poly, rig and then animate them all, would be very, very useful :P I'm just not sure what I'm seeing here. Oh, and is this new version out yet?
01/08/2009 (10:07 pm)
So I watched the video and have a question. For this example you took the values already present in a 3dsmax model and used them in MS3D to get similar effects on the Kork model. But is this applicable to models made entirely in MS3D by chance?Being able to skip using the direct3d plugin tool to take a high poly mesh and make it lower poly, rig and then animate them all, would be very, very useful :P I'm just not sure what I'm seeing here. Oh, and is this new version out yet?
#6
Yes, you can take the 'concepts' of the various Detail# levels....and get the same results on different shapes. Now, remember, that those values I used in the video replicate KORK's LODs....for his 'scale' of size. If you used those values on a different sized geometry mesh, the Detail level #'s will probably need to be changed for when to move to next detail level. It will be a back/forth process for all shapes, to determine where the appropriate LOD will appear.
For example; say you applied the same values in the video to another stock SDK object, say the 'healthKit' or 'healthPatch'....which is much smaller in size than kork. You would see the detail levels popping out much quicker than with KORK...and you'll then have to go back and decide 'when'/what pixel size the shape is on screen, and when it should appear.
It will take a few objects to get the 'field' of detail level #'s for your particular shape. The values in the video were to demonstrate how close you can get to the 3DS Max autoDetail values/poly count.
Yes, it is much better to use this feature than to custom build the LOD meshes, which I seem to have found, don't animate beyond the 'highest' level....but all the autoDetail levels I created with DTSPlus! animated...and functioned with setSkinName callings...all the way down to my lowest level in the video [3].
Good luck!
01/09/2009 (5:22 am)
Yes, it's out, autoDetail support in Ms3D 1.8.4 with DTSplus! 2.7.2.Yes, you can take the 'concepts' of the various Detail# levels....and get the same results on different shapes. Now, remember, that those values I used in the video replicate KORK's LODs....for his 'scale' of size. If you used those values on a different sized geometry mesh, the Detail level #'s will probably need to be changed for when to move to next detail level. It will be a back/forth process for all shapes, to determine where the appropriate LOD will appear.
For example; say you applied the same values in the video to another stock SDK object, say the 'healthKit' or 'healthPatch'....which is much smaller in size than kork. You would see the detail levels popping out much quicker than with KORK...and you'll then have to go back and decide 'when'/what pixel size the shape is on screen, and when it should appear.
It will take a few objects to get the 'field' of detail level #'s for your particular shape. The values in the video were to demonstrate how close you can get to the 3DS Max autoDetail values/poly count.
Yes, it is much better to use this feature than to custom build the LOD meshes, which I seem to have found, don't animate beyond the 'highest' level....but all the autoDetail levels I created with DTSPlus! animated...and functioned with setSkinName callings...all the way down to my lowest level in the video [3].
Good luck!
#7
01/11/2009 (11:00 pm)
Well then my friend, you are amazing. I'll have to give it a try here soon.
#9
In any case, this saved me many hours of work. Thanks a ton.
01/12/2009 (11:08 pm)
Yes ithe Auto LOD worked out very well on this building I was making. The only future improvement that comes to mind is somehow letting us export models with normal maps. I think its an inherant limitation with MS3D itself, so probably nothing you can do. If I ever move to TGEA though I know I'll want to leverage that somehow.In any case, this saved me many hours of work. Thanks a ton.
#10
01/21/2009 (10:59 pm)
Hey Rex, you may want to post the URL to download the new plugin in this article. I can't find it again with this terrible search functionality and the butchered forum topics. Thanks again!
Torque Owner Dunsany
Hardware Refinery