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corporate:opensim_component_commissions [2024/03/16 22:01] – kaahupahau | corporate:opensim_component_commissions [2024/04/11 20:49] (current) – [Avatar Commissions] kaahupahau | ||
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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.\\ | ||
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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 [[: |
- | Next, some technical information: | + | Please look it over and read it. \\ |
- | ^Year ^Type |# Triangles per object ^dpi Textures ^Resolution Textures ^ | + | 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 | ||
+ | ^Year ^Type ^# Triangles per object ^dpi Textures ^Resolution Textures ^ | ||
|2004 |Prim / Sculptie Avatars |~3000 | 72 | 512*512 | | |2004 |Prim / Sculptie Avatars |~3000 | 72 | 512*512 | | ||
- | |2014 | Mesh Component Avatars \\ Shork Avatar | ~30.000 | ? | 2048*2048 | | + | |2014 | Mesh Component Avatars \\ Shork Avatar | ~30.000 | ? | 1024*1024 | |
- | |2024 |Full Mesh Avatar | >100.000 \\ (= Entire Body) | 4000 |4096*4096 | | + | |2024 |Full Mesh Avatar | >150.000 \\ (= Entire Body) | High | 2048*2048 | |
We're aiming for the technical middle ground which, by today' | 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 22:01