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- Need help getting started
Replies: 4 (Who?), Viewed: 4173 times.
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#1
15th May 2011 at 6:56 PM
Posts: 859
Need help getting started
Hi: I have used milkshake for about 18 months now & have created quite a few nice alpha meshes & have made a nice body mesh for sims2. Two weeks ago I got Blender 2.49& Bobcatben's script& I'm already in love with it's ability. I tried smoothing out a plain bodymesh& it went great&imported it into SimPE no problem. I decided to do the same on another body which contains an alpha swimsuit which I made. I exported it the same way as the plain body(the difference in this body is a couple of hundred more vertices&faces because I added some shoes & more faces to it) Totall vertices2519 triangles3112. I smoothed it out in Blender & in other occasion tried subsurfacing it twice it looked fantastic. When I tried to import it back, SimPE showed a warning sign telling there is too many vertices&faces or groups? In the big window that pops up I chose replace but, there isn't any ok botton highlighted like it usually does so, there's nothing to confirm with. This happens even when I try just plain old smoothing & no subsurfacing the same body,anothe word I'm not adding anymore vertice/faces understood. Why is this cause,upon working on this body in milkshake, I just replaced GMDC & yes it does say in front of the body "too many vertices" but, it's never been an issue. I even have downloaded sims with clothes meshes which some famous creator has made which have up to 14000 vertices & there's never any problem. Is there something I can do cause, that body looked even greater after working on it in blender & it would be a shame cause.. Thanks for any help in advance.
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#2
15th May 2011 at 7:00 PM
There is no reason to have a 14000 poly body mesh, and doing so is a bad idea and quite wasteful. Add polys exactly where you need them, as you need them. TS2 isn't meant to be a super high-poly game - high poly items really bog the game down a LOT - and the polygons added do not significantly add to the look in-game once the user is actually playing. Going a wee bit higher is fine for things like alpha meshes that need to be double-sided, or items with meshed-in jewelry or really elaborate skirts or something, but unless it's just an incredibly fantastic high-fashion item that's just meant to be used to take pictures, it's just... a really bad way to do it.
#3
15th May 2011 at 7:13 PM
Posts: 859
Quote: Originally posted by HystericalParoxysm
There is no reason to have a 14000 poly body mesh, and doing so is a bad idea and quite wasteful. Add polys exactly where you need them, as you need them. TS2 isn't meant to be a super high-poly game - high poly items really bog the game down a LOT - and the polygons added do not significantly add to the look in-game once the user is actually playing. Going a wee bit higher is fine for things like alpha meshes that need to be double-sided, or items with meshed-in jewelry or really elaborate skirts or something, but unless it's just an incredibly fantastic high-fashion item that's just meant to be used to take pictures, it's just... a really bad way to do it. |
#4
15th May 2011 at 8:08 PM
What's the poly count on the item you're trying to import? You shouldn't be getting that error for most reasonable body meshes.
#5
15th May 2011 at 8:45 PM
Last edited by telefen : 16th May 2011 at 1:01 AM.
Reason: Newer info
Posts: 859
new problem,old problem solved
Quote: Originally posted by HystericalParoxysm
What's the poly count on the item you're trying to import? You shouldn't be getting that error for most reasonable body meshes. |
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