Let’s Talk Polygons

Hey, Mel! This post reminded me what I’ve been meaning to ask you a long time ago lol. How can we tell cc is high or low poly? Does high poly affect gameplay, make it lag etc? Actually, what is ‘poly’ lol?

1. This tutorial by @simlicious shows you how you can use TSRW to check the poly values. Personally I use s3pe to check because it’s a quicker method for package files. I have a tutorial here.

2. That age old question – Will it make my game lag? What’s the deal with a few polys? 

Stuff to read for info:  Wiki – Game help – Poly Counts, Polygon counts and Sims CC

Basically, the more polygons an item has the harder your game and gpu work to render the item. In some instances an item needs to have more polys and some they don’t. But you also have to consider if the object has decent poly counts for the lower level meshes as well. Let’s say you have your graphics on a medium settings. Your game will use the Medium level of the mesh to render.  You might still have issues because the cc maker used a high poly mesh for all the lower level models. That is why it’s important to consider reducing the meshes when possible. 

It’s a good rule of thumb to use the poly counts of the original base mesh as a guide for what is acceptable. If it exceeds that number by a lot, then it’s more than likely a high poly object. For instance, the games fake taxi (ghost taxi) has approx. 1150 polys for the Hlod. I made a trolley default that has approx. 2973 polys for the Hlod. I consider this high poly because it almost triples the original value. While my game can render this, someone on a laptop or maybe use a lower grade gpu will have problems or lag. 

One thing to note here. I’m not saying high polys are bad. They are just not advised if your system can’t handle it. Everyone has to be responsible enough to know that the more stuff you pack on a lot, sim, game your computer is going to lag, lag, lag. Which means your power supply, fans, cooling, cpu, gpu, ram are going to work the max to show you what you’ve given it. It may look good now but shorten or drastically reduce the life of your equipment. 

Hope this helps answer a few of these question. It by no means, covers in depth everything but will get you started on the subject. Got more questions? Let me know and I’ll try to discuss further.

That other project – wip

After losing track of how many times I’ve tweaked settings around, this project may not be something that is doable. I think the animations are linked to the object/script/jazz files (sorta like when I was doing the ferris wheel). If I move one thing it doesn’t move elsewhere or it snaps back to the original settings.  When he was turning around the position of the baby snapped to my changes then when he turned back it snapped to the original settings (even though I made sure the rig and rstl are changed). 

So yeah, animations/jazz files/scripts are not something I know how to do. But if anyone knows and wants to assist me on this let me know.

WAIT. STOP. What was that train that passed by near the end? What world is this? O_O

That’s the Trolley from TS4. I converted it to be a default for the fake taxi (you know the ghost taxi). Oh and I made my own advert. I’m just using That Desert world from the store (can’t remember the name) because of the premades having a toddler and a baby. But I made it for Ile Araby since I’m building stuff based on New Orleans kinda.

I haven’t shared it because at the moment it’s a bit high poly to be a default and I haven’t solved a texture issue not transferring when it was used in another persons game. It worked about half the time for some, others it didn’t. If you want to test it, I’ll be glad to share it with you. Just let me know.

Wip – Now back to the other thing 😛

Going to have to do this from scratch to figure out what each slot and joint does. I got the infant slot to flip around but the toddler slot didn’t work and then when I raised it the whole thing sunk underground. Fun times, fun times……Also need to twist the hands down. 

This is alot like doing the vehicles and I’m having horror flashbacks from when I did the lawnmower. Except this time I’m not even going to worry about the wheels. That’s just too much to deal with. I guess this is how you have to do it if you want it rigged to the animation but it’s such a pain to work with.

Anyways, I got the whole thing raised up so that’s a starting point.

Signed up with #vero just to see what it’s all about. It’s supposedly free for life to the 1st million to sign up. Going to take some getting used to. It’s not available on my tablet (I think they are working on a desktop and tablet version). I’m one of the weirdos 😜 that hates typing on my phone.

Anyways, I’ll still post on Instagram and tumblr.

#veroapp #verotruesocial #artistofinstagram