You can test yourself , using the test version of http://www.atangeo.com/than works just like the Decimator for DAZ.
Alberto -------------------------------------------------------------------------------------------------------------- 2010/12/1 Peter Steinlechner <psteinlech...@gmail.com> > Hola Alberto > > i was thinking about that too, do you know if somewhere some samples are > around to see the quality of the polyreduced avatars ? > > On Wed, Dec 1, 2010 at 7:03 PM, Gustavo Alberto Navarro Bilbao < > sombra.albe...@gmail.com> wrote: > >> I know people than are design avatars for Unity3D, and are using the Digimi >> Developer Game Kit <http://forum.daz3d.com/viewtopic.php?t=139026>, to >> convert a Daz model, like Victoria 4, with textures, from the usual 150000 >> poligons to 24000, converting it in fbx model, with animations. >> >> Alberto >> >> 2010/12/1 Peter Steinlechner <psteinlech...@gmail.com> >> >>> Are there any recommendations about the max polycount for the avatars in >>> online environments like realxtend/opensim ? And how many polys are produced >>> by the mentioned methods? >>> But this can be really something interesting in the future. Paparazzis >>> wouldn't just shoot pics of celebrities anymore but chase them with scanners >>> :-) >>> >>> >>> On Wed, Dec 1, 2010 at 6:27 PM, Gustavo Alberto Navarro Bilbao < >>> sombra.albe...@gmail.com> wrote: >>> >>>> We can do something similar using >>>> VideoTrace<http://www.acvt.com.au/research/videotrace/>(VT). I >>>> have a beta license of VT and only lack of time, and because I haven't a >>>> professional video camera, has prevented me try it in depth, but if >>>> someone manages Bojou, can make things very interesting. >>>> >>>> Alberto >>>> >>>> ************************************** >>>> >>>> 2010/12/1 David Simmons <techieda...@gmail.com> >>>> >>>> I remember one avatar artist that did custom avatars from just 5 >>>>> pictures. On full body front, a full body back and close ups of the >>>>> head, face, side and back. >>>>> >>>>> On Wed, Dec 1, 2010 at 7:56 AM, digitalmouse <jimm.pr...@gmail.com> >>>>> wrote: >>>>> > On Dec 1, 1:34 pm, Antti Ilomäki <antti.ilom...@gmail.com> wrote: >>>>> >> It would be >>>>> >> interesting to know how feasible the technology already is for >>>>> >> creating avatars for various purposes. >>>>> > >>>>> > Based on the documentation there, Creaform can export it's models to >>>>> > many different systems, such as Maya and 3D Studio Max. So, in >>>>> > principle, it could be used to make a very realistic avatar in SL/ >>>>> > realXtend environments. >>>>> > >>>>> > Although since they don't actually list prices on the website, it's >>>>> > probably not very feasible for most people in this community. >>>>> > >>>>> > -- >>>>> > http://groups.google.com/group/realxtend >>>>> > http://www.realxtend.org >>>>> >>>>> >>>>> >>>>> -- >>>>> “The greatest danger in modern technology isn't that machines will >>>>> begin to think like people, but that people will begin to think like >>>>> machines” Unknown >>>>> >>>>> http://www.google.com/profiles/techiedavid >>>>> >>>>> -- >>>>> http://groups.google.com/group/realxtend >>>>> http://www.realxtend.org >>>>> >>>> >>>> -- >>>> http://groups.google.com/group/realxtend >>>> http://www.realxtend.org >>>> >>> >>> -- >>> http://groups.google.com/group/realxtend >>> http://www.realxtend.org >>> >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org