07-21-2008, 06:47 AM
Answer - (Alternatively, if you actually convert them to true FrameForge 3D Studio Objects (and we'd love it if you offered them in that format on payloadz.com in addition to wrl) you also won't have to deal with any "tech support" with people wanting to know how to import them, what scaling factor to use and so on.)
You guys are great. I was staying away from your format because I didn't know if you would have a problem with me selling products in your native format. Now that I know your okay with it... let the props start coming!!!
Answer - (The only few comments I'd make are that the textures are probably larger than they really need to be, especially for the club. Textures do use resources and "cost" rendering speed, and you want to keep them as small as possible, especially keeping in mind how large any given object is ever likely to be on screen.)
I kept my textures at 512by 512 for my own resolution reasons. The problem is the closer to the camera the higher the resolution needs to be, and I don't think the average Frameforge3d user understands that and why. I was thinking that perhaps an alternative could be I supply a multitude of texture resolutions and make a video tutorial on the proper use of texture resolution, so people will understand "why" some textures look good and some do not. I myself don't mind longer renders as long as my storyboards look good...
Answer - (Secondly, VRML does support embedded textures (e.g. as part of the wrl file) and you may have an option in your export (or in the program options of your modeling program) to embed them rather than have to distribute them as separate files. )
Your right... and it is annoying as hell. But I will be posting as a true frameforge object from now on
You guys are great. I was staying away from your format because I didn't know if you would have a problem with me selling products in your native format. Now that I know your okay with it... let the props start coming!!!
Answer - (The only few comments I'd make are that the textures are probably larger than they really need to be, especially for the club. Textures do use resources and "cost" rendering speed, and you want to keep them as small as possible, especially keeping in mind how large any given object is ever likely to be on screen.)
I kept my textures at 512by 512 for my own resolution reasons. The problem is the closer to the camera the higher the resolution needs to be, and I don't think the average Frameforge3d user understands that and why. I was thinking that perhaps an alternative could be I supply a multitude of texture resolutions and make a video tutorial on the proper use of texture resolution, so people will understand "why" some textures look good and some do not. I myself don't mind longer renders as long as my storyboards look good...
Answer - (Secondly, VRML does support embedded textures (e.g. as part of the wrl file) and you may have an option in your export (or in the program options of your modeling program) to embed them rather than have to distribute them as separate files. )
Your right... and it is annoying as hell. But I will be posting as a true frameforge object from now on
