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| corporate:opensim_component_commissions [2024/03/16 20:52] – kaahupahau | corporate:opensim_component_commissions [2024/04/11 20:49] (current) – [Avatar Commissions] kaahupahau | ||
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| Due to many components not being available in OpenSim, the consensus is to commission the most vital components to complete the Shork Cafe setup.\\ | Due to many components not being available in OpenSim, the consensus is to commission the most vital components to complete the Shork Cafe setup.\\ | ||
| - | ===== Avatar | + | ===== Commissions |
| Hello Artist!\\ | Hello Artist!\\ | ||
| - | We're happy that you came here! You're here because the Shork Group commissioned you. Most likely for an avatar. but maybe also some object.\\ | + | We're happy that you came here! You're here because the Shork Group commissioned you. Most likely for an avatar, but maybe also some object.\\ |
| + | |||
| + | ===== Object Commissions ===== | ||
| Objects are relatively easy:\\ | Objects are relatively easy:\\ | ||
| The object we can use either as one solid object - typical for a chair or bed - or as an object separated into its functional components.\\ | The object we can use either as one solid object - typical for a chair or bed - or as an object separated into its functional components.\\ | ||
| Line 21: | Line 24: | ||
| * fridge body | * fridge body | ||
| * fridge door | * fridge door | ||
| - | When we receive these parts separately, we can assemble them in Second Life, do some little tricks ,and the result is a fridge where you can open and close the door. \\ | + | When we receive these parts separately, we can assemble them in Second Life, do some little tricks, and the result is a fridge where you can open and close the door. \\ |
| With the solid object, it is a bit more tricky:\\ | With the solid object, it is a bit more tricky:\\ | ||
| Line 29: | Line 32: | ||
| When you, dear artist, know how this can be done and can show us inside OpenSim, we'll actually happily pay you for creating an easy to follow step-by-step howto-guide. | When you, dear artist, know how this can be done and can show us inside OpenSim, we'll actually happily pay you for creating an easy to follow step-by-step howto-guide. | ||
| - | However: | + | ===== Avatar Commissions ===== |
| + | |||
| + | For the moment, let's assume you have no idea what a Second Life or OpenSim Avatar | ||
| + | |||
| + | {{ : | ||
| + | Music [[https:// | ||
| We use SL and OpenSim here at random, as the mechanisms are identical for both. | We use SL and OpenSim here at random, as the mechanisms are identical for both. | ||
| - | First of, here we have a [[: | + | First of, we have a [[: |
| - | + | Please look it over and read it. \\ | |
| + | In the design guide we have a Collada .DAE file as a reference based on an initial draft of the lion avatar. \\ | ||
| + | You can grab it ** {{ : | ||
| + | |||
| + | Next, some technical information (also present in the Design Guide): | ||
| + | ^Year ^Type ^# Triangles per object ^dpi Textures ^Resolution Textures ^ | ||
| + | |2004 |Prim / Sculptie Avatars |~3000 | 72 | 512*512 | | ||
| + | |2014 | Mesh Component Avatars \\ Shork Avatar | ~30.000 | ? | 1024*1024 | | ||
| + | |2024 |Full Mesh Avatar | >150.000 \\ (= Entire Body) | High | 2048*2048 | | ||
| + | |||
| + | We're aiming for the technical middle ground which, by today' | ||
| + | |||
| + | When you got to this point you have an idea of HOW a Second Life / OpenSim avatar can be built and which parts we're usually interested in. \\ | ||
| + | When you're a 3D printable tabletop Minis artist, you can work with your normal scale: We have a solid scaling factor during import | ||
| + | |||
| + | The file format we need for 3D models is Colladas .DAE format.\\ | ||
| + | The file format for textures is .PNG or .JPG with high quality settings (80%++). | ||
| + | When you as an artist think more information is needed here, tell us please!. \\ | ||
| + | Alternatively, | ||
| + | For a list of avatars we are interested in commissioning, | ||
Last modified: le 2024/03/16 20:52
