After doing some market research, and receiving comments from fellow furs: I came to the conclusion that maybe its a not that great idea to make realistic brushed fur, Instead I went to bit of an hydrid nearing toony. There, I started revising my textures slightly, along with the new hair modeling technique I learned from the some tutorials off sintel. While this reverts the look of the mesh avatar to the level of usual stuff in Second Life, It opened me up to work on a much more stylized version, which gives the Expressions a lot more impact than they used to have.
Now things to do:
+ Fix ear textures, add more detail to Ears, and LOD modeling for Ears.
+ Male version, including unique hair for it
+ Increase the size of iris, provide both slitted and human versions of it
+ Perhaps even more expressions atleast as much as possible
+ Perhaps allow lower LODs to have animations as well? (currently, I decided to remove lower LOD animations other than High so that High Is only available in close ups, this makes sure in a crowd, SL adjusts the polygon count accordingly, with your own avatar being priority)
Its a pity morphs/ Shapekeys arent supported by collada/Second Life, otherwise would have bazillions of possibilities
What do you guys think?
Also, Please, please vote on this issue: Its delaying the release and development of this avatar in the long run:
http://www.youtube.com/watch?v=X-fCaFXFevE
https://jira.secondlife.com/browse/SH-2290
More Progress available at http://www.furaffinity.net/full/8193930/
Now things to do:
+ Fix ear textures, add more detail to Ears, and LOD modeling for Ears.
+ Male version, including unique hair for it
+ Increase the size of iris, provide both slitted and human versions of it
+ Perhaps even more expressions atleast as much as possible
+ Perhaps allow lower LODs to have animations as well? (currently, I decided to remove lower LOD animations other than High so that High Is only available in close ups, this makes sure in a crowd, SL adjusts the polygon count accordingly, with your own avatar being priority)
Its a pity morphs/ Shapekeys arent supported by collada/Second Life, otherwise would have bazillions of possibilities
What do you guys think?
Also, Please, please vote on this issue: Its delaying the release and development of this avatar in the long run:
http://www.youtube.com/watch?v=X-fCaFXFevE
https://jira.secondlife.com/browse/SH-2290
More Progress available at http://www.furaffinity.net/full/8193930/
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Scott
Scott
It isn't really a problem, but needs more trickery and thinking in the way how avatars have worked in SL before: Forexample- Separating the body into components after finalizing the body instead of keeping it wholes helps this lot (this allows also you to keep customization with mesh as one could swap different types of models. While this is definitive not the method to create models for to actual game engines, it is a work around for animations for second life until they implement custom bones or morphs (if they implement the last one, I'd be happy).
You also have to remember that even though Polygon optimization usually is really important, in Second Life where residents have been spoiled by over use of polygons, especially due to sculpties. currently an average furry avatar head can be upto 61440+ polygons (which seriously is way too much) or the average sculpt weapon being around 30720+ polygons.
I'm sure this trend will continue over to mesh, as there will be a lot of beginner modelers coming from Second Life. Hopefully there will be some improvements over the Rendering Cost calculation to take polygoncount and texture size to account so that the community can take further action on this and possibly have the ability to automatically switch someones avatar to lower LOD if they go over a resource cost cap set on the client.
From my experiments, The second life engine can handle around 6 million polygons on a 7 year old high end laptop (which i think could pull off being average nowdays) at around 25 fps, As there are barely any complex shaders: although this might change with the implementation of light/shadows, and projected textures. Textures however are questionable since so far theres too many individuals using unique 1024 textures per each prim face.
In the mean time I'll be c0ncentrating on Aircraft Helicopters and tanks. for now. and develope the avatars carefully.
Scott
Mind if you post the JIRA link then I can watch and vote for that bug ;)
and and I found there the tick you used o..o
You have just "copied the mesh" set it to a different material and merged it again into one ... so basically you had to multiply the ploy count x 16 :/
ok that sounds like the typical SL method to get any kind of pseudo animation done >_> ...I use a similar method for my Naga tail... :/
But while on the downside it multiplies the polycount by n (n being number of frames or shapes), if done properly It wont affect the prim eq as much: I may have over 17k polygons on high, it immedietly goes down to 2000 and eventually 400-500 polygons on lowest, without being affected at which stage the others are at. And thinking about it. 17 k polygons is equalivant to 17 sculpties when rendered, technically.
http://www.youtube.com/watch?v=X-fCaFXFevE