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Not really. Forum members make up less than 15% of the customer base so you will never know what they really want. Only way we can tell are by the # sold.
And the number of forum members actually visiting the forums must be a lot smaller (15% of 2.000.000 customers is 300.000, I'd bet less than 1% of these 300.000 are regular forum visitors (unless there is a huge amount of lurkers)).
Hmmm... No input, means no ideas shared. Some input, means some ideas shared.
I'm not sure what is happening here? The set contains nothing but props? Yes there is a door that could have opened and it doesn't. Maybe next time. When I work for weeks on a project and finally have it come out it's normally a good day. Not so much today. Also if there is an issue, constructive input or a heads up there may be a issue here... I would appreciate getting a Private Message, PM.
To make a post in this commons usually means there is a major problem, an error or malfunction rendering the product useless or in need of fixing. Sorry but that's not the case here. Some of you have a particular needs that's OK but it shouldn't be a call to dog pile something someone is offering you to purchase. You just don't buy it.
Somehow that makes this set, that I am very proud to present, a useless waste of money. I'm not bothered by critical input any more than the next guy, I've been a freelance illustrator for 25 years I have heard it all. I've done everything from Batman for DC Comics to video games and production work for movies like Men in black, well MIB2. Speaking of movies, I would love to see some movies, please post your links.
I just wanted to make something cool and unique. As for sharing while in the start up stages, it's nice idea but every time I have done that a similar cheaper products springs up before mine is done over at another site like Rendo.
If you want to have a talk about making movies and what you need that's cool. I suggest using general terms and keeping it positive.
The reason many of use PAs do this isn't to get rich it's because we love doing it, and today I love it less.
I had no need but am almost tempted to buy your set just to prove it can be easily used with a few easy tweaks
as I have done so on many others with less detail
I fully understand the reasons for not rigging doors etc as even sets that are do not always export so to other software anyway and I know I could do it myself in DS, iClone and Carrara anyway.
Don't get discouraged. I think this set looks pretty awesome and I plan on buying it (move-able door or not)
I'm trying to do comics so I, like the animators, like to have many options because at some point in doing a series, you never know what door/hallway/room/wall/whatever, you'll need. But sometimes (Like this instance) the set is perfect to fit the stage and I'll find a way to work around the door :)
Heck, I've already added doors to buildings in urban future 4
Indeed we animators have to learn all of the filmaking tricks employed by Hollywood and VXF artists.
Actually those of us who choose to render in other environments should be willing to accept that we will have to make our own alterations to the Daz content for our filmaking needs.
I am just thankful that creators like Stonemason are very meticulous about assigning part specific names to his models surfaces.
This makes incredibly easy for us over here to break doors apart from door frames etc with C4D modeling tools, simply by selecting the well named polygon tags that stonemason provided.
With sequential art you can get away with an establishing shot - exterior, character approaching door or hand on door and then in the next panel give the interior shot. This works in animation as well, if the framing and action allows a cut and scene switch. Doesn't work at all well for animated chases, of course.
Yes please don't be discouraged I think its an awesome set whether the door opens or not. I will be picking it up shortly. Its obvious a lot of work went into this and it shows.
Maybe it would have been better if the OP had not singled out a single product and simply addressed the issue of doors etc as a general topic. I am absolutley positive there are more than one product that has doors that don't open.
Absolutely. I had to get someone (Richard H of course) to get me up and running with Hexagon in order to cut the doors out of buildings and then paste them back so I could open them. More than one PA has non opening doors.
SING IT LOUD, BROTHER! SING. IT. LOUD!
Kendall
personally, i wouldn't pick an AntFarm set as an example of a blocking- or dramatic-movement-unfriendly location design, doors or no doors. Ant stuff generally seems to constructed very deliberately around dramatic angles and potential reveals. storytelling-friendly...
to me, this set looks like something straight out of the future old kowloon walled city never got to have, or william gibson's sprawl. it's not an exterior. it's a skyless corridor, and from the textures up, it's supposed to make me feel claustrophobic.
just my two cents.
j
I understand your frustration. When I looked at the product, it seemed to me that you had accounted for many (most, all?) of the frequent complaints about a set. Moveable walls, modular parts, separate props/lights. Your clay promo shows everything broken apart. The rest of the promos detail the individual pieces and show some great angles. Yet the first thing mentioned is grumbling about doors. I feel for you.
FWIW, I bought the set. I liked the flexibility and design. I'm thinking your robots will fit well with some shadowy characters in the, well, shadows.
Some folks just seem to complain.
I buy alot of content items, since my final work is not one frame images.
When a scene or set cost me over $20 making videos gets very expensive fast. - Remember, a set or scene that doesn't allow for alot of interaction with characters or other props is only used for a few frames..
If I have doors, stairs, elevated walkways, balconies, landing pads, tubes, pipes, elevators, or other items within the content I can do alot more with my characters within the scene that is important. We also need movable walls, roofs, floors and props. We need the ability to move or separate prop items as well.
Recently, I viewed this content item
http://www.daz3d.com/mysterious-tomb - Great looking content, but it is assigned for use. What if I need something like this for other than tomb use?
What if I don't want a pile of columns in the hallway...can I remove them? It doesn't say in the information.
Artists who make this kind of content need to think about multiple uses of their work, and provide more flexiility of usage.
Or.. it this case it may be that the explanation is not as complete as it should be.
There are several other content packs by the artists that are excellent for video scenes with alot of interative elements and such.
The more I can do with purchased content the more interested I am for use in making videos..
Effectively, I can get many more frames of usage from the content and make them more interesting.
There are artists that understand this and do a good job providing flexibility in their content.
Here are a few examples - nowhere near a complete list
http://www.daz3d.com/ten-rooms-three-halls-ubiquitous-interior
http://www.daz3d.com/sci-fi-blast-bunker
http://www.daz3d.com/research-lab
http://www.daz3d.com/hydro-locks
http://www.daz3d.com/easy-snap-sci-fi-corridors
http://www.daz3d.com/sci-fi-interior-2015
http://www.daz3d.com/sci-fi-factory-control-room
These content items have a lot of things we can use with characters and other interesting optional things.
It would help video producers to be able to acquire scenes- sets that facilitate a lot of interactiivity.
The term 30 FPS or 60 FPS means we need 30 to 60 frames of content PER SECOND in videos.
Compare that with one image production and you can visualize the expense of video productions.
The number of FPS makes videos even at promotion prices for content very expensive.
I render at 24 FPS, saves at least 6 frames .........
Just going to comment on this one item... You can remove them very quickly with little effort. Use the PGE tool in DS, select the polygons by surface, facegroup, regions, edges, marquee, painting, and more. Once they are selected you can hide them, and if you so wish completely delete the ploygons from the item and then save the item out new. Removing things, including walls and unwanted room items has been easily done for some time now.
Kendall
He's already stated he doesn't want/shouldn't have to take the effort in other threads Kendall.
Antman, don't let some posters get to you, just ignore them. Not worth the hassle and frustration.
SMH. Nothing else to say without getting popped, I guess.
Kendall
I don't do video production in Daz3d.
I export Daz3d and several other artists site content into Iclone mostly.
Yes, I realize there are tools and applications for working with meshes, etc.
It seems easy to do as some make it sound, which isn't always the way it works.
The tomb example was not to rag on the artist/s.
I used as an example, for readers of this thread to easily click on the link and view discussion points.
Here is a pack by the same artist/s as the tomb. It should work well when I need a nuclear power plant control room.
http://www.daz3d.com/nuclear-power-plant-control-room
you need to listen to Sw00000p on the Reallusion forum when he talks about seeking the easy button.
Whether or not you do production in a specific environment, using the content for that environment implies that one needs to learn the skills necessary in that environment to manipulate the content. A user purchasing content for Unity from a Unity store should expect to have to learn enough about Unity and its toolset to make the content usable in whatever target environment is desired. As much as us animators would like for the content here at DAZ to be "animation friendly" we must realize that DS is a product/environment designed primarily for still images. Thus the content creators are going to create the content for the primary use. A filmmaker shouldn't expect to use the backdrops designed for studio photography as a set. Even if the backdrop does have a door in it, most likely it is not going to be sufficient for the task.
Simply grabbing an item and running it through 3dXchange should not be expected to give one a perfectly working model for a purpose that the model was not designed for. I *never* expect to not have to modify an environment or object for use in animation. Using a premade environment/object as a base and then modifying it saves me time that otherwise would have been spent modeling it from scratch.
Kendall
I've been reading SW00000p in the forums for over 4 years. Sometimes I understand, sometimes I don't.
It may not make a bit of difference what I say here.
My thinking is...most Daz3d or Poser artists don't really understand what goes into video production... a little education might help to get us a little better suited content we don't have to bash or edit.
Every little bit helps...
This content pack has lots of goodies too and it is by the "Tomb" artists as well.
http://www.daz3d.com/abandoned-factory-floor
I just turned off the click on for items I own...I did nto realize I had bought so many of these artists content items.
http://www.daz3d.com/david-brinnen
http://www.daz3d.com/forbiddenwhispers
Relax Kendall... I often spend hours cleaning up content that won't export into Iclone from 3dxchange, not counting the stuff I acquire from 3dwarehouse and other sites to work in videos.
There is NO EASY button I realize. Still it can't hurt to ask for more by sharing what I want and would love to expect. Yes, kit bashing is part of the RITUAL and I pay my dues daily.
OK quick vid showing how easy
https://www.youtube.com/watch?v=9sudCmrAsF4
Hillary gave my easy button to the Russians. LOL
Hi Kendall, when you use the PGE tool to select and hide certain polygons, do you end up having to create/modify the texture and other maps to "fill in" the geometry that gets revealed by hiding the other polys? If you were to use the PGE tool to hide things like a door or the Mysterious Tomb hallway debris, for example, would the exposed geometry (door frame, floor, etc.) need texturing or is it typically the case that the items most people would want to hide were separately modeled and then grouped with the floor/set for one-click loading purposes?
It seems if they were once separate items, it would be easy to leave them as such (separate props), unless there is some reason a PA would want/need to create a merged item.
Good questions. If you use the PGE to hide/remove polygons and subsequently expose areas that were originally never intended to be seen (such as an internal/backside polygon of another item), then you may indeed be left with an untextured area. In the best case, you can use the PGE to select the untextured areas and either attach them to another (hopefully related) surface, or create a new surface altogether. In the worst case, you may find that the creator of the original product really modelled the area in a way that is not conducive to simple removal, and you'll need to send the item via the bridge to hexagon where you'll need to add in additional geometry to "make it work".
I have found that, in most cases, removal of a "full item" such as a door (both back and front if it is fully modelled) leaves a pretty well laid out remainder. I do find that sometimes there is no "door frame" as such, and that I may need to: 1) use primitives to create the missing features, or 2) bridge to hexagon to add actual geometry to make it look right. Most items that are "free standing" seem to be removable without many problems in the general case. Most PA's don't weld a column to a floor and then remove the occluded floor polygon(s) for instance. In every case that I've encountered, the column has been a separately modelled part that has been positioned on a fully formed floor, so that removal of the column doesn't leave a hole in the floor.
With this being said, using the PGE to remove geometry is changing the item in ways that the creator didn't intend and it is likely that you may need to compensate in "interesting" ways.
Kendall
I would guess that depends on the model and now it was modeled. If a modeler is modeling a building with no intention of creating an opening door then there is no reason for them to model anything behind it. If you hide/delete a door poly and there is nothing behind it then that was the modelers call in the first place and you could either go back to the way it was, accept it, or place another interior in it's place. AFAIK there is no UVmapping tool in DS, so if there is an area that needs it after deleting /hiding any polys, you are pretty much out of luck. You could apply a different material if it has it's own zone, but if it isn't UV mapped, then it's pointless.
My only big disappointment with stuff like this is when SubD turns the geometry to freakazoid modern art.
These are good points, but I would like to make an observation. Even though DS has no UV mapping facility, I have found that modern items have been fully UV'd even if the areas are untextured. This normally allows for adding texturing to areas where there was previously no texture. Also, the primitives create by DS are UV mapped when created. This allows one to easily place primitives in position and texture them quickly to either hide problems or to fill in missing areas.
Kendall