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| ressources:opensim_avatars [2024/03/25 16:52] – [Legs & Feet] kaahupahau | ressources:opensim_avatars [2024/10/31 02:15] (current) – [Details on Shork Avatar Design] kaahupahau | ||
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| OpenSim runs on the technology platform developed by LindenLabs for Second Life, called [[http:// | OpenSim runs on the technology platform developed by LindenLabs for Second Life, called [[http:// | ||
| It equals Second Life in most regards, just that its development progresses slower and that some commercial, license-requiring or closed-source technologies are absent. \\ | It equals Second Life in most regards, just that its development progresses slower and that some commercial, license-requiring or closed-source technologies are absent. \\ | ||
| - | Like, when Second Life equals Facebook, OpenSim | + | Like, when Second Life would equal ARPANET (military network from which we got the internet), OpenSim |
| - | For avatar development and design you can usually refer to the resources LindenLabs offers for the Second Life platform. | + | For avatar development and design, you can usually refer to the resources LindenLabs offers for the Second Life platform. |
| ===== Basic design philosophies of Second Life / OpenSim avatars ===== | ===== Basic design philosophies of Second Life / OpenSim avatars ===== | ||
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| ===== Details on Shork Avatar Design ===== | ===== Details on Shork Avatar Design ===== | ||
| - | Many of the older avatars in Second Life and OpenSim | + | Many of the older avatars in Second Life and OpenSim |
| The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, " | The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, " | ||
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| We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the " | We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the " | ||
| - | This system default body you can find here: [[https:// | + | The body itself is a set of parameters forming a shape. It exists "not really" |
| - | This default body is the basis onto which the components you're hired to create get attached to in Second Life / OpenSim. This default body can be modified and reshaped within limits. \\ | + | [[https:// |
| + | Best to grab the Blender and the DAE format file from there. Or:\\ | ||
| + | We had the Blender file from that ressource fixed to show the three distinct textures - and at the correct positions: | ||
| + | {{ : | ||
| + | The female body uses the exact same textures as the male body, as long as you don't go into adult details.\\ | ||
| + | |||
| + | A separate Second Life / OpenSim component , the so-called " | ||
| + | Information about this system default body - **and the three textures needed for an avatar bodies skin** - you can find here: \\ | ||
| + | [[https:// | ||
| + | This system | ||
| For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ : | For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ : | ||
| - | Also, take a look at one of the [[: | + | Also, take a look at one of the [[: |
| + | Download | ||
| + | That should give you a good idea of how a finalized avatar commission looks like. | ||
| As a guide for how complex things | As a guide for how complex things | ||
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| ==== Textures ==== | ==== Textures ==== | ||
| - | We need textures for: | + | We need textures for: \\ |
| - | * all created components and | + | - All created components and \\ |
| - | | + | - the textures for the system default avatars body, which consists of the skin textures for \\ |
| - | * the skin textures for legs, | + | * the legs, |
| * the upper torso and | * the upper torso and | ||
| - | * the " | + | * the " |
| + | of the system default avatar. Details can be found at [[https:// | ||
| Textures shall not be identical to the references, unless explicitely stated. \\ | Textures shall not be identical to the references, unless explicitely stated. \\ | ||
Last modified: le 2024/03/25 16:52
