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ITEMS MUST MEET THESE SPECIFICATIONS IN ORDER TO BE CONSIDERED.
INTRODUCTION:
Daz3d will accept submissions of complete models, texture maps, static props, morph targets, animations, pose sets for existing models, and more. If you are not sure if what you have created is something we would want to have in our store, simply email us (broker@daz3d.com) and ask. As in any business, you should try to market something that you do well and that is in demand. It is an especially good idea to sell "add-on" products for pre-existing models that are already popular. (For example, morph targets for Michael or Victoria, or texture maps for DAZ Production's Dragon model.)
The following are some guidelines for creating and sending Poser and DAZ|Studio files for brokering with DAZ Productions. They have been broken down into categories specific to product type.
All product submissions must be thoroughly beta-tested before being submitted to DAZ. Products may be accepted for tested then rejected if the product has too many technical issues, as determined by DAZ Quality Assurance.
POSER/DAZ|Studio MODELS
Models should be optimized to use as few resources as possible while still maintaining a professional look. In order to avoid excessive polygon count, avoid overlapping groups. Use polygons where needed to create roundness, to allow for morphing, or to provide smoother flexing, but reduce them in areas that don't need them.
Because of Poser's shader engine, angled surfaces must be beveled or even co-planared ("split vertices"). Flat angles will cause unusual shadows on your models. Although bevelling adds to the polygon count, it is the preferred method because it allows displacement maps to be used in Poser. Co-planared/Split vertices is not recommended because displacement maps can separate out the split edges in Poser. (This is not an issue in DAZ|Studio.)
- Use 3- or 4-sided polygons ("tris" and "quads"). 5-sided plus polygons and open geometry will not display properly within Poser.
- Remove all normals from your model. Poser doesn't use this information, so at best it is a waste of memory. At worst it can prevent a model from reading into Poser.
- Models must be in .obj format.
- Please don't include the mesh information within a Poser file character or prop file (a.k.a. "embedded geometry".) For more information on this, please consult the "Dicing Up Your Props Like a Pro" tutorial - http://www.daz3d.com/i.x/tutorial/tutorial/-/?id=133
- Models should load in properly scaled. It's preferred that the model itself be scaled instead of using a Poser or DAZ|Studio data file (.cr2, .daz, etc.) to resize it when loaded.
- All models must be accompanied with a texture template, so that users have the option of creating their own maps for the model. (Refer to section below on Templates.)
- Models should come with at least one texture (or shader) so the item is complete. Morphs, poses, additional textures, etc. are recommended so the product is a full package and thus a better value for customers.
- Good UV mapping is essential. When a checkboard pattern is applied to the model, there should be little-to-no distortion on the model. Ideally seams will be in logical, and/or hard-to-see areas.
TEXTURE TEMPLATES
- You must provide a template for any model that you want brokered.
- If your model has multiple parts, especially if they're difficult to recognize, you will need to label these individual parts on the template.
POSER/DAZ|Studio FILES (IN GENERAL)
- Files should be compatible with Poser 5/6/7, as well as DAZ|Studio where applicable. (Dynamic Clothing can be Poser 5/6/7 only, but Conforming Clothing should be usable in both Poser as well as D|S.)
- Do not send Poser scene files (.pz3 format) due to the information that can be embedded in the files. Please include a separate .obj for each model and then the corresponding Poser file (.cr2, .pp2, .hr2, etc.). DAZ|Studio scene files (.daz) are acceptable.
- If you have the means to do so, we'd prefer you to send us PC formatted files (.zip). If you use a MAC, please send your files in .zip format if at all possible instead of .sit.
- All files must be .zipped up in the proper folder structure. Poser files must be nestled in the \Runtime\... format while DAZ|Studio files must be in the \content\... structure. Products may be rejected if the files are not in the proper folder structure.
- If there are any special instructions for the product, please include a readme.txt file located at the same level as the Runtime folder.
PROPS
- Props should load with the mesh zeroed in all translations and rotations when possible. (Props that are parented to other items are the exception to this rule.)
- Center points should be placed in an appropriate manner such that rotation and scaling produces the desired effect.
- Props should load with textures and/or colors already assigned.
- Material names should be logical. (I.e. "WoodFrame" and "MetalBolts" instead of "Material1" and "Material2".)
- Props should have logical names, such as desk, shelf, etc.
- Props that are meant to be used by figures, such as weapons, should load pre-positioned and smart-propped to the figure when possible. (It's common to have 2 versions of a prop, one smart-propped, the other unparented, for ease of use.)
- If a prop loads pre-positioned in a scene, then it must stay in that location if the scene is reset (Edit: Restore: All in Poser, Parameters: Restore: Selected Items in DAZ|Studio.)
FIGURES
- Assign appropriate limits to your figure's rotations.
- Name your x, y, and z rotations. Twist, Side-Side, and Bend are most common, but Front-Back, Up-Down, and even descriptions such as Flap or Extend may be appropriate.
- Material names and part names should be logical. (I.e. "WoodFrame" and "MetalBolts" instead of "Material1" and "Material2".)
- Group/body part names should be logical. Where possible, please use the standard Poser body part names - i.e. Hip, Chest, Abdomen, etc.
- Organic figures should have smooth bends while mechanical figures may work better if the Bend option is turned off.
- Morphs in the figure should be logically names, such as Fangs, EyelashesLong, etc.
MORPHS
- New morphs must be created without using any currently existing morphs. (E.g. you can't use a DAZ morph as a base for creating your own.)
- All submitted morph targets for new items (hair, props, new figures, etc.) should be incorporated in the corresponding model's Poser file (.cr2, .pp2, .pz2, or .hr2).
- Morphs for figures that use INJ/REM technology, such as Victoria 3 or Michael 3, should be submitted as INJ files with corresponding REM files.
- Morphs should be named logically, such as HeavyBrow, Sneer, etc.
CLOTHING
- Clothing must have as little pokethru as possible in the default stance as well as all the poses that come with the base figure.
- It is preferred that clothing have at least a few of the full body morphs that come with the base figure.
- Any additional morphs in the clothing should be logically named (SkirtForward, FlareHem, etc.).
- Textures should be consistantly scaled across the clothing item. (E.g. a flower pattern should have the flowers the same size on the chest as on the sleeves.)
- Morphs in the clothing that correspond to morph on the base figure must cross-talk in DAZ|Studio. (E.g. FBMYoung, PBMGluteBig, etc.) It is preferred that the morphs cross-talk in Poser as well.
- Where possible, morphs to fix pokethru should trigger automatically (JCMs).
POSES
- These should be submitted in .pz2 form.
- Poses should not contain any morph information unless the pose is designed to change the look of the figure. (If the pose is designed to change the look of the figure, it should be noted in the readme and a reset pose should be available.)
- Victoria 4 poses should not have any magnet information in them.
- Poses should not cause any body parts to poke thru other body parts when used on the default, non-morphed figure.
- Poses should have the base figure touching the floor in a logical manner in most circumstances - e.g. feet should be on the floor if it's a standing pose, buttocks should rest on the floor if it's a sitting pose, etc. Poses such as flying or swimming are exempt.
- Body parts should not go thru the floor. (Note: because organic figures will compress a bit when resting on a surface, a small amount of pokethru may be acceptable with certain body parts, like the buttocks or calves.)
- Animated poses must follow the regular pose rules, plus the motions must smoothly flow together. Animated poses must be checked on a frame-by-frame basis for issues such as pokethru.
- Poses created in Poser must have IK turned off before being saved.
TEXTURES
- Textures must come with files to apply the textures and all material information (such as specularity settings) to the model.
- Textures should be in .jpg or .tif format.
- Textures should apply properly in Poser as well as DAZ|Studio where applicable. If a product is usable only in Poser or only in DAZ|Studio, it must be made clear during the product submission.
MARKETING
Main image
No nudity
Focus is on product being sold
If image displays products sold separately, they should be products available at daz
500 x 650
Try to avoid awkward cropping, since it will be floating in white space
Main thumbnail
110 pixels by 143 pixels
try to avoid awkward cropping, since it will be floating in white space
Description
200 word maximum advertising description
Exhaustive list of features in outline format, title case
Price, introductory discount(for initial sale period)
Up to 5 popups (up to 500p wide x 650p high)
If you require more than 5 popups to display the product, please contact broker@daz3d.com to have the exception approved.
Other notes
Be sure to turn your background color to 100% white (under display/background color/rgb picker) so that it won't appear slightly grey against the pure white of daz production's site.
Try to make your images simple yet exciting, and avoid extravagant lighting and backgrounds
Make sure your images accurately reflect how the product will look in poser and/or daz|studio. Postwork should be used very sparingly - e.g. Compositing multiple renders of the product into one image.
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