bagginsbill opened this issue on Apr 29, 2008 · 496 posts
Penguinisto posted Fri, 02 May 2008 at 9:19 AM
Quote - Lower poly count for collision is certainly faster, but depending on the mesh it can be less accurate - depending on what you want for "better".
Not sure what aspect you're speaking of... if it's in a game, you usually skip the poly -counting and just use a hypothetical sphere (or at most a 'bounding box') around the entire body to do your calcs. Or were you talking about hair/clothing? IF the latter then yep - less polys mean less time spent in making calculations to an extent (the clothing and/or hair can be converted into a spring-loaded object which cuts down on at least half the polys that need to be checked against :) ).
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Quote - if these are truly 'so easy to improve' - then why the hell didnt their creator or smith micro improve them before releasing them? why release them like this?
I think I see both you and Phil's arguments, and perhaps the best compromise would've been for SM to include some presets - to shape the characters into something useful-looking, so as to give folks an idea of what's possible.
/P