Levels Of Detail Practice

The focus of this project was to learn how to create and utilize LODs (Levels of Detail) in Unreal 4. First the high poly mesh was created and UVed using 3DS Max and then textured in Substance Painter. The lower levels of detail were then created using copies of the original high poly mesh, but had the geometry simplified while leaving the UV maps the same as much as possible. These lowered meshes were then textured in substance painter using a copy of the high poly file. The materials use a PBR workflow.