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BMWi8

Here I will share level of detail 0 (default), 1, and 2. Its all about creating an illusion from far (have to look as close as the default), lighten the weight on the game with lesser tris count and different texture size too. The further player gets from an area, the amount of detail that can be seen on it is greatly reduced. For this case, since every asset is up to life size scale, making it easier and more accurate to calculate at what distance should lod0 turn into lod1 follow by lod2.

Challenge creating this asset, is to recreate the logo and make sure it look exactly like the real reference.

Yes, dubai police car use BMWi8 vehicle. How cool is that?

Yes, dubai police car use BMWi8 vehicle. How cool is that?

Final texture 256 x 256 pixels. The challenge is, small texture with details now how you going to reuse it. Good planning and be creative is very important.

Final texture 256 x 256 pixels. The challenge is, small texture with details now how you going to reuse it. Good planning and be creative is very important.

When face wicked shape, that's where its good to plan ahead which part of model you will spend less tris count and where more tris count could be use to hit certain poly count budget.

When face wicked shape, that's where its good to plan ahead which part of model you will spend less tris count and where more tris count could be use to hit certain poly count budget.