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mattzart30

Member Since 25 Oct 2013
Offline Last Active Oct 16 2018 08:47 AM

Posts I've Made

In Topic: Graphics

05 November 2015 - 05:15 PM

I'm sure others have a better idea of this than I, but my impression is that we shouldn't have any expectations of that kind of overhaul in the foreseeable future.     Any time the idea of a new engine or architecture overhaul has been brought up in these forums over the past two years, the response has always been that there are no plans to do that.  

 

Lots of significant and very handy tweaks, fixes, functions and improvements have been made to the existing program in that time, seemingly driven by user requests in large part, so keep using it and making suggestions -- sometimes something that would help you tremendously may not be too big a task for Ben to include in the next patch.


In Topic: Strange thing happening in modders wk shop

05 November 2015 - 02:02 AM

Yeah, I agree.  I have that issue all the time and 95% of the time, the model works just fine in MS along with other high poly models with lots of submeshes.     I just hit return and finish the import.    For whatever reason, I seem able to get away with having models much, much, more complex than the advisable limits.  :)    MS staff was taking a look at one of my completed movie packages and noted that one of my models in the scene was 36X the advisable limit and they couldn't even open the file, but I had no issue opening it or working with/exporting my movie.

 

That isn't to say it isn't a good idea to delete as much unnecessary geometry as possible in your sketchup model before you import.  For example, with buildings or models where all you need is the facade, a lot of times I will hide the visible layers in sketchup and then delete everything else (in a sense, gutting the inside of the model).  A lot of times you might have a hugely high poly model, but the part of it that is taking up all of the geometry might be something inconsequential that you don't need.    For example, I was importing a model of a spear.   It looked so simple, but on import, it had a crazy number of verticals.   Turns out that there were a few teeny tiny bolts on the spear, to make it look like the metal part of the spear was joined to the wooden shaft.    They were crazy high poly and you can barely see them.  Deleting then changed the model from having thousands of verticals to about 220.

 

A lot of users seemed to resort to having simple prims and applying imagines to them -- personally, I do not think this looks very nice, especially if the camera is moving as the aspect ratio and perspective illusion isn't true from every angle and it also produces some pretty drab sets.     I'm all for testing the limits of what you can get away with and then scale back from there :)

 


In Topic: Squirrel Girl - Solved big time

30 October 2015 - 02:38 PM

Sorry to hear that, usually she's good at following up.


In Topic: Squirrel Girl - Solved big time

30 October 2015 - 12:54 PM

Have you private messaged her here?  Her profile says she has been active this week.


In Topic: Experimenting with the chroma

30 October 2015 - 03:00 AM

Sony Vegas Pro and Mac Users also use Final Cut


I started off using Final Cut for Mac and found it very limiting with a frustrating and clunky UI. However, that may well just be me. Others may have had quality success.