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Avatar Update 3 by Kellervo

Avatar Update 3

Kellervo

Yet another update on my ongoing project - a full mesh Second Life avatar.

There's not too much superficially different from my previous update, this one is pretty much texturing, specifically some shading and highlighting to replace the specular map I generated using dDo. SL appears to have not nailed down all that well / consistently - it doesn't handle subtle flesh-like specularity very well at all.

Another tweak that's more subtle is splitting off the hands and jaw from the rest of the model - I can swap out hands, and the jaw now animates properly like it does on other common SL avs. I've decided to leave the tail permanently off the rig, as viewers with mesh deformers make the tail look pretty messed up if it's rigged like the rest of the body.

Technical Details;

Polycount - 39,098 Triangles (Max LOD)

Texture Maps - 2 1024x1024 (Diffuse & Normal Map)

Software Used;

Autodesk Maya 2012

ZBrush R4

Adobe Photoshop

Submission Information

Views:
480
Comments:
2
Favorites:
5
Rating:
General
Category:
Visual / Modeling / Sculpture

Comments

  • Link

    I think the thing that jumps out at me most is the eyes. the hair looks great, too. the whole thing, really ^^!

  • Link

    oohhh, I'm liking the look, I remember peeking in on you on SL back when you were just starting into this sort of process! Kinda funny to see SL itself hasn't changed much since those days XD

    I'm really digging the tail btw, but I have to agree, the eye socket seems a bit off.