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corporate:opensim_component_commissions [2024/03/17 15:59] – [Avatar Commissions] kaahupahaucorporate:opensim_component_commissions [2024/04/11 20:49] (current) – [Avatar Commissions] kaahupahau
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 For the moment, let's assume you have no idea what a Second Life or OpenSim Avatar  is or how it is assembled. For the moment, let's assume you have no idea what a Second Life or OpenSim Avatar  is or how it is assembled.
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 +{{ :avatars:avatar-assembly-2024-04-11-21215.mp4 |}}
 +Music  [[https://pixabay.com/music/ambient-calm-chill-beautiful-141317/|calm chill beautiful]] from [[https://pixabay.com/users/teodholina-32752748/|teodholina]].
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 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.
  
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 ^Year  ^Type ^# Triangles per object ^dpi Textures ^Resolution Textures ^ ^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's standards, is the low end actually. For us this ensures that everybody using our avatars will be able to enjoy them, irrelevant of internet connection and processing power. We're aiming for the technical middle ground which, by today's standards, is the low end actually. For us this ensures that everybody using our avatars will be able to enjoy them, irrelevant of internet connection and processing power.
Last modified: le 2024/03/17 15:59