Art Asset Pipeline: Creating and Handling LoDs (Blender)
Check out the latest installment of our art asset tutorial series, covering the creation of LoDs using Blender.
In our latest tutorial video Alin Alexa, one of our Technical Support Specialists, shows you a step-by-step art asset pipeline using Blender, the free and open source 3D creation suite. The video introduces the concepts of LoDs and their use in game development, detailing how they allow you to optimize assets for various viewing distances, which will improve performance in your scenes. You’ll also be given an overview of the hierarchy and nomenclature of geometry elements, and you will be taken through the process to set up a material. Finally, you will be shown how to import assets into CRYENGINE using the FBX Mesh Importer.
Using LoDs is an important process when it comes to optimizing assets for any project. By the end of the tutorial, you will understand the theory and workflow behind this technique using Blender so that you can apply this workflow to your game. You can also follow along with the written version.
If your preferred workflow uses 3DS Max, check out this tutorial.
To learn a workflow using Maya, watch this tutorial.
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.
Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.
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