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ressources:opensim_avatars [2024/03/31 23:12] – [Details on Shork Avatar Design] kaahupahauressources: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://opensimulator.org/wiki/Main_Page|OpenSimulator]].  OpenSim runs on the technology platform developed by LindenLabs for Second Life, called [[http://opensimulator.org/wiki/Main_Page|OpenSimulator]]. 
 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 is the Internet.\\ +Like, when Second Life would equal ARPANET (military network from which we got the internet), OpenSim would be the Internet.\\ 
-For avatar development and design you can usually refer to the resources LindenLabs offers for the Second Life platform. +For avatar development and designyou 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 are either made from Prims - geometric primitives - and build wholly in-world. They work reliable, are easy to modify and maintain, but look often like avatars from the early 2000s. Because they are.\\+Many of the older avatars in Second Life and OpenSim were made from Prims - geometric primitives - and build wholly in-world. They work reliable, are easy to modify and maintain, but look often like avatars from the early 2000s. Because they are.\\
  
 The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, "Sculpties are harder to make in-world, and were usually made using external programs - and with that need the same tools like when creating mesh components. They are easy to maintain, but harder to modify and adjust. But if well made, they can look stunning even today, although they are 2010-Technology.\\ The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, "Sculpties are harder to make in-world, and were usually made using external programs - and with that need the same tools like when creating mesh components. They are easy to maintain, but harder to modify and adjust. But if well made, they can look stunning even today, although they are 2010-Technology.\\
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 We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the "system default body" of Second Life. \\ We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the "system default body" of Second Life. \\
-Information about this system default body (or "System Default Avatar"you can find here: [[https://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html|Robinwood SL System Default Avatar]]. \\ +The body itself is a set of parameters forming a shape. It exists "not reallyon its own. However, here you can grab the female avatar:\\ 
-The body itself is a set of parameters forming a shape. It exists "not really" on its own. A separate Second Life / OpenSim component , the so-called "Skin", gets applied to it to make a visible, extremely basic avatar. This skin is what requires 3 textures from you that have no separate component otherwise. For simplicity names such as "Skin Head", "Skin Torso" and "Skin Legs" can be used to describe these three items. \\ +[[https://blog.machinimatrix.org/avatar-workbench/|Avatar Workbench]]\\ 
 +Best to grab the Blender and the DAE format file from thereOr:\\ 
 +We had the Blender file from that ressource fixed to show the three distinct textures - and at the correct positions:\\ 
 +{{ :ressources:female_2017-01-09_-_dakota_edit.zip |Fixed female body by Dakota}} \\ 
 +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 "Skin", gets applied to it to make a visible, extremely basic avatar, the  "System Default Avatar". This skin is what requires 3 textures from you that have no separate component otherwise. For simplicity names such as "Skin Head", "Skin Torso" and "Skin Legs" can be used to describe these three items. \\  
 +Information about this system default body - **and the three textures needed for an avatar bodies skin** - you can find here: \\ 
 +[[https://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html|Robinwood SL System Default Avatar]]. \\
 This system 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. \\ This system 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. \\
  
 For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ :ressources:default-avatar_lion-parts.zip |Lioness-Mannequin}} \\ For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ :ressources:default-avatar_lion-parts.zip |Lioness-Mannequin}} \\
-Also, take a look at one of the [[:avatars:avatars_shark|Shark avatars]]. Just download the mesh part set and look at the components.+Also, take a look at one of the [[:avatars:avatars_shark|Shark avatars]]. \\ 
 +Download the mesh part set and look at the components, then one of the texture packs and an "eye" pack.\\ 
 +That should give you a good idea of how a finalized avatar commission looks like. 
  
 As a guide for how complex things  are usually: As a guide for how complex things  are usually:
Last modified: le 2024/03/31 23:12