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ressources:opensim_avatars [2024/03/31 23:12] – [Details on Shork Avatar Design] 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 " | ||
- | Information about this system default | + | The body itself is a set of parameters forming a shape. It exists |
- | The body itself is a set of parameters forming a shape. It exists "not really" | + | [[https://blog.machinimatrix.org/avatar-workbench/ |
+ | 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 | ||
+ | |||
+ | 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 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: {{ : | 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 |
Last modified: le 2024/03/31 23:12