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"AWBuild" Avatar (Community)
"AWBuild" Avatar // Community
Jul 23, 2001, 10:36pm
I "deduced" the location of an avatar on the AWBuild object path... put it into modeler with all of it's textures and voila! http://hairsquare.virtualave.net/images/andrew3.jpg
This looks a little more detailed than the avatars currently in use in AW... Looks pretty cool, if you ask me :)
-Agent1
Jul 23, 2001, 10:45pm
holy crap that face is so detailed! comparing to aw avs thats VERY detailed
[View Quote]agent1 <Agent1 at my.activeworlds.com> wrote in message
news:3b5cc31f at server1.Activeworlds.com...
> I "deduced" the location of an avatar on the AWBuild object path... put it
into modeler with all of it's textures and voila!
http://hairsquare.virtualave.net/images/andrew3.jpg
>
> This looks a little more detailed than the avatars currently in use in
AW... Looks pretty cool, if you ask me :)
>
> -Agent1
>
>
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Jul 23, 2001, 11:06pm
Oh great, now even the old men are going to be muscled up freaks to match AWC's female avatar fetishes? May god help us all...
[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message news:3b5cc31f at server1.Activeworlds.com...
> I "deduced" the location of an avatar on the AWBuild object path... put it into modeler with all of it's textures and voila!
http://hairsquare.virtualave.net/images/andrew3.jpg
>
> This looks a little more detailed than the avatars currently in use in AW... Looks pretty cool, if you ask me :)
>
> -Agent1
>
>
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Jul 23, 2001, 11:15pm
Dear god, it's The Sims!!! Maxis has taken over AW!!!
Flee the hills!! Or else, yell victoriously at more management!!!
Nornny
[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3b5cc31f at server1.Activeworlds.com...
> I "deduced" the location of an avatar on the AWBuild object path... put it
into modeler with all of it's textures and voila!
http://hairsquare.virtualave.net/images/andrew3.jpg
>
> This looks a little more detailed than the avatars currently in use in
AW... Looks pretty cool, if you ask me :)
>
> -Agent1
>
>
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Jul 24, 2001, 3:52am
How did you "deduce" the location of it? Got a list of them somewhere? Man that COB-to-RWX converter really junks up the model. HamFon needs to learn a LOT more about RWX and how to code it more efficiently...
[View Quote]
> I "deduced" the location of an avatar on the AWBuild object path... put it into modeler with all of it's textures and voila! http://hairsquare.virtualave.net/images/andrew3.jpg
>
> This looks a little more detailed than the avatars currently in use in AW... Looks pretty cool, if you ask me :)
Jul 24, 2001, 9:48am
Do us all a favour (me included, cos I use cobdump) and make us a better
program yourself... :)
[View Quote]"eep" <eep at tnlc.com> wrote in message news:3B5D0B16.5E52ECA0 at tnlc.com...
> How did you "deduce" the location of it? Got a list of them somewhere? Man
that COB-to-RWX converter really junks up the model. HamFon needs to learn a
LOT more about RWX and how to code it more efficiently...
>
> agent1 wrote:
>
it into modeler with all of it's textures and voila!
http://hairsquare.virtualave.net/images/andrew3.jpg
AW... Looks pretty cool, if you ask me :)
>
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Jul 24, 2001, 10:31am
MOOOOO! that one must have billions of polygons! Now we know it won't be a
place for the non-hardware folks...
KAH
[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3b5cc31f at server1.Activeworlds.com...
> I "deduced" the location of an avatar on the AWBuild object path... put it
into modeler with all of it's textures and voila!
http://hairsquare.virtualave.net/images/andrew3.jpg
>
> This looks a little more detailed than the avatars currently in use in
AW... Looks pretty cool, if you ask me :)
>
> -Agent1
>
>
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Jul 24, 2001, 10:41am
Actually, it looks like it was texturized into the body, not polygonated. I
don't think they have separate polygons for all of the muscles, just better
textures.
Nornny
[View Quote]"kah" <kah at kahbot.com> wrote in message
news:3b5d6aa1$1 at server1.Activeworlds.com...
> MOOOOO! that one must have billions of polygons! Now we know it won't be a
> place for the non-hardware folks...
>
> KAH
>
> "agent1" <Agent1 at my.activeworlds.com> wrote in message
> news:3b5cc31f at server1.Activeworlds.com...
it
> into modeler with all of it's textures and voila!
> http://hairsquare.virtualave.net/images/andrew3.jpg
> AW... Looks pretty cool, if you ask me :)
>
>
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Jul 24, 2001, 11:05am
I don't code, but I have talked to HamFon about it but he's stubborn since it's how HE likes it and, of course, EVERYONE likes what HE likes! <roll eyes> Damn narrow-minded programmers...
[View Quote]
> Do us all a favour (me included, cos I use cobdump) and make us a better
> program yourself... :)
>
[View Quote]> "eep" <eep at tnlc.com> wrote in message news:3B5D0B16.5E52ECA0 at tnlc.com...
> that COB-to-RWX converter really junks up the model. HamFon needs to learn a
> LOT more about RWX and how to code it more efficiently...
> it into modeler with all of it's textures and voila!
> http://hairsquare.virtualave.net/images/andrew3.jpg
> AW... Looks pretty cool, if you ask me :)
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Jul 24, 2001, 11:54am
Yeah, the shirt was just a couple of textures that had been "painted" with shadows already in it.
-Agent1
[View Quote]"nornny" <Nornny1 at home.com> wrote in message news:3b5d6cf9 at server1.Activeworlds.com...
> Actually, it looks like it was texturized into the body, not polygonated. I
> don't think they have separate polygons for all of the muscles, just better
> textures.
>
>
> "kah" <kah at kahbot.com> wrote in message
> news:3b5d6aa1$1 at server1.Activeworlds.com...
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Jul 24, 2001, 2:11pm
If I spent the time to learn how to interpret Truespace COB files...then
perhaps with your help I could cook somthing up..and actully maybe make a
GUI for this one *gasp*
[View Quote]"eep" <eep at tnlc.com> wrote in message news:3B5D7122.23B5D440 at tnlc.com...
> I don't code, but I have talked to HamFon about it but he's stubborn since
it's how HE likes it and, of course, EVERYONE likes what HE likes! <roll
eyes> Damn narrow-minded programmers...
>
> gamer wrote:
>
Man
learn a
put
in
>
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Jul 24, 2001, 2:16pm
LOL...that AV has less polygons than a peice of my modular ground
set...seriously...no more than 300 I'd expect...you vould prolly view that
on like a 586, lol
It expect it will look much better than that in AW since those pics are from
Modeller which dosent have all the fills (like texture smoothing) that AW
has...
[View Quote]"kah" <kah at kahbot.com> wrote in message
news:3b5d6aa1$1 at server1.Activeworlds.com...
> MOOOOO! that one must have billions of polygons! Now we know it won't be a
> place for the non-hardware folks...
>
> KAH
>
> "agent1" <Agent1 at my.activeworlds.com> wrote in message
> news:3b5cc31f at server1.Activeworlds.com...
it
> into modeler with all of it's textures and voila!
> http://hairsquare.virtualave.net/images/andrew3.jpg
> AW... Looks pretty cool, if you ask me :)
>
>
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Jul 24, 2001, 2:45pm
a 586 is a Pentium....
KAH
[View Quote]"gamer" <Robbie at AWlife.net> wrote in message
news:3b5d9f42 at server1.Activeworlds.com...
> LOL...that AV has less polygons than a peice of my modular ground
> set...seriously...no more than 300 I'd expect...you vould prolly view that
> on like a 586, lol
>
> It expect it will look much better than that in AW since those pics are
from
> Modeller which dosent have all the fills (like texture smoothing) that AW
> has...
>
> "kah" <kah at kahbot.com> wrote in message
> news:3b5d6aa1$1 at server1.Activeworlds.com...
a
put
> it
>
>
>
>
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