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montanamp3 · 5 months ago
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41!
where i want to be right now:
not in an academic integrity lecture /j
but like seriously in no particular order
floating face down in hall pond
at golden mile projector when the previews end and the screen stretches out to fill the whole wall
listening to the mountain goats and kicking rocks into sea at marina south pier
airport. not really to go anywhere in particular it's more abt the possibility of going somewhere
i was going to add more but i just realised i probably misinterpreted this question and it's asking me where i want to be in life which. um. i don't know buddy
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marsosims · 2 months ago
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alamat furniture set
Hi! I’ve been working on this furniture set for a few weeks now, and it’s finally ready to share—yay! 🎉 All the items are tagged, so you can easily find them by searching "marsosims" or "alamat" in the search bar. I've also decided to make some extra (stupid) descriptions for all of them, just to lean into that "alamat" (legend) aspect of it. Also lowkey inspired by the ppop group, Alamat.
DESCRIPTION:
Just like the legends passed down through generations, these chairs, tables, and shelves carry tales of laughter, heartbreak, and quiet moments. They’ve witnessed spilled coffee, late-night confessions, and dreams drawn on napkins.
INCLUDED ITEMS:
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Carpet: 39 swatches
Plants: ~18 swatches
Lamps: 29 swatches
Dresser set + bedside table: 18 swatches
Coffee table + end table: 18 swatches
Sofa set: 40 swatches (12 patterned, 28 plain)
Television: comes in an override version and a standalone version.
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Curtains: 28 swatches
Wooden bedframe: 13 swatches
Metal bedframes: comes in @peacemaker-ic's Lustrous metals palette.
Mattress: Edit of @myshunosun's Tranquil Bedroom Mattress (not needed thanks to their generous TOU) and comes in 52 swatches (24 patterned, 28 plain)
Mirrors: 13 swatches
Rug: 28 swatches
Bookcases: 13 swatches
Wooden planks: 13 swatches
NOTE: This took a long time so if you can, please consider donating and subscribing to my Patreon so I can help with bills and sustain my family a little while I'm on the job hunt. Any little bit helps. Thank you!
Let me know if you encounter any problems!
DOWNLOAD
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morganbritton132 · 9 months ago
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Eddie’s live-streaming from the front porch where he’s sitting on their porch swing, playing guitar. So Eddie did not bring his followers into their neighborhood drama. Steve did.
You can see Steve pass in front of the camera a few times before you hear him loudly ask, “What?”
There’s a pause and then he’s like, “I can’t hear you!”
Eddie looks up and over towards the yard but he doesn’t stop playing. He doesn’t seem to have any interest in the conversation going on at all. His chat on the other hand are thrilled to be able to hear Dan say, “Got myself a ring camera. It records the porch and the driveway and sends the video to my phone if it detects movement. So if any vandalism happens…I’ll know.”
Steve: Okay…? And I have a gun
Eddie: *experiences twelve different flavors of ‘what now?’*
Dan: Is that a threat?
Steve: No. I thought we were both just stating facts about home security no one cares about.
Steve: You can go now. Bye.
Eddie, stopping Steve before he goes back inside: Babe, you don’t actually have a gun, right?
Steve:
Eddie: Stevie, you once almost took my head off with a baseball bat full of nails in your sleep. You did NOT buy a gun.
Steve:
Steve: Are you stupid? Why would buy a gun when I could borrow one from Nancy?
Steve: *goes inside*
Eddie:
Eddie: That didn’t answer my question, Steve!
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chloesimaginationthings · 10 months ago
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I find the fact that Abby drew the non scooped version of Mike in her art of Him and his siblings... I don't know why that just feels really nice
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Yes! In the drawing Abby drew all three as they looked before the events in FNAF, Consider it like the future they all wanted
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montanamp3 · 1 year ago
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thank u for the tag!
no pressure: @thevagabondexpress @faithfromanewperspective
come do the "would you sit next to me" picrews i found on twitter (and tumblr) with me!!
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https://picrew.me/ja/image_maker/1873485
https://picrew.me/ja/image_maker/230275
(no pressure) tagging: @kazemiya @ainescribe @thalaglia @dustofthedailylife @venusflwers @kaeffeinee @soleillunne @manager-of-the-pudding-bank @catcze @euniveve @snobwaffles @haliyamori @jingyuansbird @faesther @oveloof @heiayen @akiayama @https-furina @achy-boo @zhongrin @twanette @vennnnn-diagram @mhiieee @realkavehgf @yinyinggie ++ everyone else who wants to do it!! if you see this you're automatically tagged. no pressure though hehe
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laun-sina · 1 year ago
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C.C. BABCOCK ONCE SAID... ⤷ The Nanny || C.C. Babcock Quotable Quotes
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christopher067 · 9 months ago
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ARCANE / NECKLACE + EARRINGS
hello ! :) Today I have for you a set of star themed jewelry that I am SOOO in love with!! This is a set with a stunning star-shaped diamond-studded chain link necklace and an effervescent pair of cascading star-shaped diamond ear climber earrings. I am so happy with how these turned out! I feel like they will truly be able to be paired with anything and be adorbs. 🌟
⭒ Both of these have my new Prism Version included! So this item has 8 extra swatches that are made to work with the Color Slider Mod by thepancake1 and MizoreYukii. If you have the mod installed you can use the sliders to change the color of the diamonds!! If you do not have the mod then enjoy the extra swatches! ⭒
Necklace
8 Metal Tones with Multicolored Diamonds + White Diamonds
New Mesh by Me
Custom Thumbnail
HQ Mod Compatible
Does NOT have morphs
Earrings
8 Metal Tones with Multicolored Diamonds + White Diamonds
New Mesh by Me
Custom Thumbnail
HQ Mod Compatible
DOWNLOAD NECKLACE
DOWNLOAD EARRINGS
If you use my content be sure to tag me, #christopher067 or @christopher067
If you want to edit my creations check my T.O.U. ♡
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etoilesbienne · 10 months ago
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please remember wilbur isn't the representative of the mcyt community as a whole, and does not represent all cc. there's been a lot of doomspiraling over the past few days, and i understand the lashing out and feeling hurt or betrayed, it makes sense in scenarios like this.
but he is not the end all be all of mcyt content, if you look in his apology tweet right now, you can see dozens of other mcyt cc speaking out against him or standing up for his victim. or even the people in private she came forward to that supported her coming out. don't let a bad apple cause the efforts of the rest of this community go to waste.
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royalarchivist · 8 months ago
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Fit will be streaming his QSMP finale on Thursday, May 23 at 2pm EDT / 11am PST!
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montanamp3 · 8 months ago
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If you get this, answer w/ three random facts about yourself and send it to the last seven blogs in your notifs. anon or not, doesn’t matter, let’s get to know the person behind the blog!
only if you want lol :)
i actually honestly still rent movies 😭 look i know they're like three dollars a pop but i don't really watch television so streaming services aren't that worth it to me in comparison. and you get all kinds of fun movies you can't get on streaming!
right now im reading franny choi's soft science and frank o hara's meditations in an emergency
you can take my luckin coffee coconut latte out of my cold dead hands
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tychosims · 6 months ago
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Speaking of his big package, lol wcif those undies?? :) thanks
you guyssssssssssssssss 👁️👄👁️
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just kidding, i got it from this amazing set here!
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tsundcku · 2 years ago
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✮ ⋆˙⟡♡ 3 cute lookz ୭ 🧷 ✧ ˚. ᵎᵎ 
inspired by acubi style 
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simlicious · 2 months ago
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Hi hey gurl! I've been trying to understand something... when it comes to performance, is it vertices or polycount that really matters? I’m trying to get a clearer picture of how they affect gameplay. Hope this isn’t too random tho 😂
Hey nonny, thanks for the great question! I'm not sure if you are looking for a non-creator answer or if you maybe have some experience with meshing, but I try to cover some technical aspects that hopefully will make you understand vertices and polygons better! It's a bit of a longer journey, so grab some snacks and settle in!
Disclaimer: This is my opinion and the definitions are how I came to understand them. I believe what I say to be correct, but I am also human and may have misunderstood something, and making mistakes can happen. Thanks for understanding! TL;DR There will be calculations made on every vertex and every face present in a mesh. So the more you have of either, the worse it is for performance, but if the vertex count is much higher than the poly count, the mesh is especially unoptimized and may impact performance more than it would in an optimized state. Vertex and polygons are actually connected, literally. To understand, we need to start with the basics.
Vertices are points in a 3d space that provide the foundations of a grid-like 3d structure, known as a mesh. Connected through lines known as edges, they form a 3d shape. Three edges form a triangle, or tri for short, also known as a face or polygon. These terms can be used interchangeably, but a tri always has three vertices, whereas faces and polygons can have more than three vertices.
A polygon with 4 vertices (known as a quad) is very commonly used in 3D-modelling, because it can be used to create very neat and well-structured meshes (it is easy to make grids using rectangular shapes). A mesh that is made in a grid-like way may have the same overall shape as one made out of triangles, but the flow of the edges is different, and this plays a role during animation. Having these grid-like lines is usually better for moving and animating characters and avoiding shading issues.
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Most meshes for games are thus initially made with 4-sided polygons. These quads are usually further broken down into tris if they aren't already, and three is the least amount of vertices needed to form a coplanar surface.
When the quads of the left sphere are turned into triangles, the grid structure will remain intact:
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We can further break down the elements of a polygon. Let's take a simple cube. It has 6 sides, or faces, and each face has 4 vertices that make up the corners. But if we count all the vertices, we will notice that each face shares vertices with other faces. So on a simple cube, we have 6 faces and 8 vertices.
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Depending on how a mesh is made though, it may have a lot of edges. You can think of those like cuts in the mesh. If we wanted to cut up the cube, we would separate each face from each other. Now we still have the same number of faces (6), but the vertices are suddenly much higher, because now, every face has its own set of 4 vertices, meaning that we have a total of 24 vertices.
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In video games, polygons are usually rendered as triangles. So for our cube, that would mean that every face would be diagonally cut in half, giving us a total number of 12 faces/polygons/tris.
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If we take it to the next level and separate all of these triangles from each other, the vertex count would be 36! To recount, on a mesh that is not split, it's only 8. Having these cuts (or split edges, as they are commonly called) in strategic places in the mesh where vertices are split can be important for the final look of the mesh in the Sims games.
You may have already encountered some meshes that have dark spots or shading in some parts, often at the hems. That can happen if the mesh is not split correctly in these areas. It has to do with how the normals work (they are important to how light gets reflected off the mesh).
To not go too off-topic, I won't get into detail about that here.
Ideally, a mesh is only split where it needs to be so it will look right. If there are unnecessary cuts, then the vertex count (and with it, the polygon count) goes up when it doesn't really have to be. If a mesh has a lot of these areas where a lot of faces have their own vertices, then the vertex count is much higher than on a mesh with fewer split edges. This can be a sign that a mesh is not well-optimized. So if you see a mesh that has much more vertices than polys, you may want to question it in regards to performance. CC converters will probably know that Sims 4 meshes come with a lot of these cuts that are needed for Sims 4 because of the way the CC is made (for example, pants have such a split edge cut to allow boots to look tucked-in), but those are superfluous for TS3. So I encourage every Sims 3 CC creator to remove those to save on both vertices and polygons when they are converting! The thing is, in the game, the mesh will be processed and there will be calculations made on every vertex and every face present. Each vertex is indexed, and triangles need to be drawn from the information. Other processes will need to also use the vertices for their calculations. There is more going on during rendering than simply drawing the polygons. The shaders have to calculate their effects, the textures need to be rendered and applied accordingly, filtering such as anti-aliasing will be applied, etc. So the more geometry you have in a mesh, the worse it gets in terms of performance. More geometry means that the polygons are smaller and more numerous, which will in turn affect the vertex count too.
As CC creators, we cannot address all the factors that impact performance, as we can only influence a small part, but we can try to adhere to the game's standards to minimize the performance impact as best as we can. If we wish our meshes to be more detailed than what the game's standards are, then we impact the performance more.
Instead of just cranking up detail like crazy, it is good to see if we really need it. And ask questions such as how often will the player view the item closely? If the player is usually far away from the item or it is a very small item, making it super detailed will not really do much, since the item looks the same as a low-poly item from a certain distance. We can also make compromises and maybe make an item 50% more detailed instead of 200% more detailed, providing a more detailed item while minimizing the performance impact.
This is a bit off-topic, but since I'm here already, we may refrain from using a bigger texture for a very plain piece without any notable intricate detail (like a basic T-shirt, for example), since it already looks fine with a smaller texture, but it may pay off for a highly detailed texture which looks visibly better with a bigger texture, warranting the performance impact (like a lace blouse with an intricate pattern, stitching, and small buttons).
On that note, using the texture space efficiently can also do wonders to increase detail. Use all the real estate you have on that UV map (that is a 2d representation of your 3d mesh and used to apply the texture to the mesh). Have you tried upscaling the texture yet? Okay okay, I'll stop now and get...
Back on topic: The number of polygons also matters, not just the vertex count. When a mesh has lots of smaller polygons, a lot of them are necessary to form the entire mesh. Bigger polys will not provide as much fine details, but will have less impact on hardware because fewer calculations to be made. A good mesh uses only as much detail as needed while using as few polygons as possible to still maintain functionality.
Sims clothing meshes need to animate and move well, so they need to be able to flex at the joints, and the shape must also be able to change to accommodate body sizes, thus the mesh needs the minimum amount of geometry to achieve this and still look decent, which is a sweet spot the developers have to find to craft meshes that perform well while looking reasonably good.
A good habit for creators looking to make meshes for the Sims games is to look at similar meshes in the game and study them (so for TS3, check the original TS3 game meshes, for TS4, check the original TS4 game meshes). Check how many polys they use and how good the topology (structure) of the mesh is.
For example, how many rows of edges do they usually have, and what sizes are the polys usually? How many vertices are in one round of edge loops, for example for the arms? How are the different mesh parts connected to each other, where are split edges used? Then imitate that.
The professionals who made these original meshes knew what they were doing, and they optimized them to be gameplay-friendly, so if in doubt, copy what they do.
Game meshes are usually especially optimized and it is very much game-dependent how they are structured, so a mesh from a different game can look totally different. CC Creators looking to optimize performance in their meshes should try to match the original game's mesh in terms of structure and polycounts. This will also ensure they animate well!
If you made it this far: well done, thanks for bearing with me! I hope you feel more knowledgeable and ready to apply what you've learned to your own meshes or when selecting CC for your favorite Sims game.
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chloesimaginationthings · 9 months ago
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Your disembodied Freddy head is so cute he looks like a little backpack I love him so much
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YESS! I’m glad y’all found this cute,, I had cc and Fredbear in mind when drawing them
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gothoffspring · 2 years ago
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Goth Occults: Infant Edition™
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christopher067 · 9 months ago
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PSYCHE / NECKLACE + EARRINGS
hii (: today i have for you something that i literally... and i'm not kidding, have had in my wip folder for like 9 months........... but it is now finally time to release these into the wild !! This is a set of rectangle enamel chain link statement earrings and a matching necklace. I kept these on the backburner for so long honestly because I didn't think anyone would like them lol. Buuuut I like em!! So now here they are.. um yeah so uh... hope you like them tooo !! 💖
⭒ All 3 of these have my new Prism Version included! So this item has 8 extra swatches that are made to work with the Color Slider Mod by thepancake1 and MizoreYukii. If you have the mod installed you can use the sliders to change the color of the enamel!! If you do not have the mod then enjoy the extra swatches! ⭒
Necklace
8 Metal Tones
New Mesh by Me
Custom Thumbnail
HQ Mod Compatible
Does NOT have morphs
Both Earrings V1 & V2
8 Metal Tones
New Mesh by Me
Custom Thumbnail
HQ Mod Compatible
DOWNLOAD NECKLACE
DOWNLOAD EARRINGS V1
DOWNLOAD EARRINGS V2
If you use my content be sure to tag me, #christopher067 or @christopher067
If you want to edit my creations check my T.O.U. ♡
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