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

Reply via email to