@Zorin, here are the specs:
LOD_0 polycount:
1. Smaller bombs/rockets (below 200kg) - up to 200 triangles.
2. Medium bombs/rockets (between 200 and 1000kg) - up to 300 triangles
3. Larger bombs (1000kg and larger), torpedoes, guided bombs, etc. - up to 500 triangles.
4. Racks/pylons – as simple as possible – 50 triangles
Other LODs polycount:
Each subsequent LOD should have less, or equal to 50% of the previous LOD polycount.
4 distance LODs (LOD_0,1,2,3), 3 shadow LODs, each shadow LOD based on normal LOD with previous number (i.e. shadow LOD_0 is based on normal LOD_1, shadow LOD_1 is based on normal LOD_2 and so on).
Use alpha-channels to save polygons by cutting openings and complex shaped parts (like windmills, propellers, etc.) out of simple flat 3D objects.
It is enough to use 12-sided cylinder for virtually any bomb, or torpedo model. Keep polygon count as smaller, as possible, making small parts with either alpha, or texture. Keep smoothing groups set correctly.
Texture sizes for LOD_0: 128x256, 256x256, or 256x512. It is preferable to use same texture for several different bombs. Texture reduction by 50% for other LODS -> e.g. 256x256 -> 128x128 -> 64x64 -> 32x32. Tip: Use a bit of sharpening effect after you resize the textures for smoother texture transition (no sharp to blurry effect).
Use 1-sided material for most parts and 2-sided material for any part with alpha-channel. No alpha-channel textures after LOD_1
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