Planet Coaster

Planet Coaster

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[AA] 3D Neon Tubes - G
   
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2.079 MB
21 May, 2019 @ 3:54pm
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[AA] 3D Neon Tubes - G

In 2 collections by ArtificialArtist
ArtificialArtist PlanCo Complete Collection
214 items
3D Neon Tubes Set 1 - Letters A-Z (wall-mount)
20 items
Description
Neon Tube - Letter G
Buying price: PC$ 85
Electricity cost (running cost): PC$ 4

Manufacturer: AA industries

Caution! Wiring. Maintenance. Replacements. ONLY BY A QUALIFIED SERVICE TECHNICIAN!
Electrical Hazard!


(rev.1.0.0)

LOD 0: 3466
LOD 1: 2958
LOD 2: 1574
LOD 3: 661
LOD 4: 257
LOD 5: 149
pHB: 10vts

tex: BCx4,NMx2,CAx4,RNx4,EMx2,MT,(SP),Fx

Models,Textures&Design
by ArtificialArtist 5-2019
9 Comments
ArtificialArtist  [author] 26 May, 2019 @ 5:30am 
Thank you :)
[FkB] DRNKNPLYR 26 May, 2019 @ 2:31am 
Nice work keep it up!
The Great Chili Shaker 23 May, 2019 @ 4:15pm 
OK thanks. I knew about changing the amount of detail dependent on viewing distance, but didn't understand about LOD numbers. Good to know.
ArtificialArtist  [author] 23 May, 2019 @ 2:51pm 
-->
The LODs are the most important aspect of any asset in the game,
the textures (and the resulting filesize, load once and then they are called from cache)

the pHB is the physical Hitbox,
that tells the game where the collision boundaries of the object are.
That should never be more than 16 vertices.
ArtificialArtist  [author] 23 May, 2019 @ 2:51pm 
That's not an ignorant question at all, a very good question actually.
It is the triangle count for when you are closest to the object,
The LODs are meant (many games utilize on this, depending on their engine capabilities)
to save on performance, this way you can do highly detailed models that slowly degrade over distance, losing triangles, or polygons that aren't necessary to display the object in-game.
(Imagine it as being pixels in a picture, the further you are away, the less detail the picture needs
to look the same)
PlanCo can have a maximum of 8000 triangles at LOD0, and best practice is to reduce them down to 10% of that count for LOD5 (when you are furthest away from the object)
If i didn't take the additional time to reduce those, your game would eventually lag heavily.
The trick is to keep the shape as similar as possible while doing so.
That takes time to do, as, at least in my workflow (can't speak for other creators)
i do that manually.
The Great Chili Shaker 23 May, 2019 @ 12:15pm 
Let me ask an ignorant question. What does this mean? LOD 0: 3466 etc?
ArtificialArtist  [author] 23 May, 2019 @ 12:11pm 
and thanks for the suggestion!
ArtificialArtist  [author] 23 May, 2019 @ 12:10pm 
Good idea actually, i'll look into it. Am working on them with almost full force(have a few other projects in the loop too), just i don't want to compromise on the quality (the LODs take very long to properly do) so i won't rush them out too much. They are supposed to be built to last for a while. (PlanCo won't die off in a few weeks)
The Great Chili Shaker 23 May, 2019 @ 12:07pm 
I love these letters, but if I could make a suggestion: Finish the all vowels first., Then we could use these letters to form words from the limited selection sooner.