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Good point Kendall, I rarely use primitives, so didn't think of that
LOL. Modeling for SubD is a skill all its own. It takes "detail oriented" to OCD levels. Forget to harden a single corner or hard edge and SubD will effectively destroy the item. Using SubD on "Engineered Items" is a recipe for a mess IMO.
Kendall
It's really frustrating when there's a nice city or something but zoomed in you can really see the facets. Ah well. ;)
I use the Dystopian Drones a lot, I love 'em, but they are a bit old and creaky and WHOA don't SubD. At least with robots some angled edges can be plausible...
If the big names or popular names posted teasers of upcoming content, a lot of people would respond... But many times I've seen new people start threads showing some pretty decent models and asking for feedback and get very little... A few positive comments, nothing negative, but still not a lot, probably not enough for the OP to feel encouraged about the item.
It really depends on what the item is too... Make something Super Hero, Zombie or LOR fantasy and you might get a greater number of responses... Make a trailer home, an obscure WWI aircraft or laundromat and there would probably be a very limited number of people showing interest or taking the time to respond, even if it is something that might be a bit useful to them.
From my personal experience, I think it's better off not asking for opinions, especially if you have already started work on an item... You run the risk of getting distracted. When I first started I felt that posting my WIPs might be a little narcissistic or I was trying to get attention... later on when I felt my skills had gotten a bit better I occasionally would post a WIP in an existing WIP thread or a ISO thread to see what people thought... Usually, there might be a brief comment or two or mostly none... My personal take on that was either the model looks like crap or its boring and dumb. I've seen people start WIPs on a dining set or sofa and TV and the tread go on for pages, but I'd throw out a few pictures of a city block with buildings with interiors and working parts and I'd be lucky if I got a full page (and that's counting the space my pictures took up and I usually put quite a few)... Really, either nobody likes it or there is something crappy about it... I'd get discouraged and usually not finish the model or not convert it for DS/Poser and just toss it into my archives with all the others. Sometimes I'd decide to convert my models because I decided to use them in DS/Poser... Usually if I wanted a render with easily posed human figures... Since I went through the trouble of importing it, I'd just save it as a PP2 and post it on ShareCG... If I did that, I usually made a thread for it in the Freepository (now the Freebies thread)... There people would comment, sometimes post a render or link of what they did with the model... And everyone who responded was very nice... But that was a finished product... As a WIP, they would get little attention... It was confusing... Are people finding the models good/useful or just being polite because it's free and it's downloadable? I make freebies, but I like to make stuff that I have some interest in and I want it to be good quality and useful... I sometimes feel like showing off stuff I'm working on, but I know if there seems to be little interest, it would discourage me from converting it or even finishing it if we're not complete... I can imagine how confusing or discouraging it would be if I were trying to sell something.
Then on top that, something I've noticed with people who have successful WIP threads, is occasionally they will start to get overloaded with requests for variants, loads of extra features or details that while they may add more value to the model would add quite a few additional hours to its creation and involve the possibility of more bugs or problems. Sometimes it may not seem like a suggestion is a lot of extra work, but often it might be a few hours work... The artist may be mostly done with the model and they probably have a target price they were intending to ask... Think of it as a salaried job that was supposed to be twenty hours for x-dollars when you embarked on it, but now it's going on twenty eight or thirty for the same price... You may have just opened a can of worms you didn't really need to deal with... Granted what the OP deals with is something simple, but it's still extra work that some people might not want to deal with or get into.
Yeah, taking a decently made non-SubD engineered model you have made and turning it into something usable in SubD can double the time it takes to get it right... Too much possibility for trouble. It is an effort best saved for truly organic shapes and creatures.
I like many just grab finished products, WIP threads can be interesting for sharing ways to do stuff, in the Carrara forum I look at a few but for something I want to get to use its more a case of looking if it exists then getting it. Or seeing it in a newsletter from DAZ, Hivewire, Rendo etc and saying ooh that looks nice I need it.
that said I do kitbash a lot.
your stuff it pretty cool BTW you could easily make a set to sell, oddly freebies or donation stuff tends to be overlooked a lot by many inc me, I rarely look at sharecg unless needing something specific and usually then end up buying something somewhere anyway.
Thank you for the detailed reply. Although I haven't experimented yet with any method other than using textured primitives, what you said makes sense. Out of curiosity, why would a PA weld a separate piece of geometry to another (like a column to a floor)? Is there some inherent benefit to doing so?
Thanks, FSMCDesigns, I guess in the case where uncovered polys aren't UV mapped, I'd need to try using textured primitives.
Well, since I don't do it, *I* don't see any benefit.
However, it is really a style and/or mindset thing. Maybe the creator considers the column to be an integral part of the piece and decides that it needs to be welded. Maybe the creator built the column by extruding that part of the floor and then working with it. I guess that there could be as many reasons to do it as there are people that make models.
Since I come from an engineering background, I tend to create "functional models", or models that are made of discrete parts just like in manufacturing. However, lots of people in this market create "shell models", or models that are represented by the outer shell (like a shrinkwrap of a physical item). Shell modeling tends to create items with fewer polygons and less complexity, while removing some of the flexibility to remove specific parts without adversely affecting the rest of the model. Which is better completely depends on the purpose that the model is to be used for.
Kendall
Just noticed a new content pack.
Full of goodies, but... Is this another all inclusive content item with presets in stone or is it components?
The description says headquarters - (.duf)
Maybe everything is separate and usable as desired. Then again maybe not?
The description indicates separte items, but they are all included under one (duf) file.
Should that be interpreted as an all inclusive content or a pre-set pack, with separate components.
My take on this is all inclusive items, but I can bash it as necessary if I want to take the time to separate the items from the preset.
If the component items were separate in the pack .. I would think each item would be shown separately.
It makes sense the items are separate, because the artist certainly produced what we see from components.
Still doesn't mean users can turn this into something else built from components.
I would not have dish antennas underground. Sci-fi enthusiasts would catch that immediately as wrong.
I cannot use the pack as configured in the photos.
I think a better description information would clear up all questions.
I have learned one thing... If it doesn't say it, don't think it.
I can put my money where my mouth is and buy the content pack. I guess, I can ask for a refund...if it isn't what I think it is.
The problem is... I have a propensity to make things work as best I can, and rarely ask for refunds. I would probably just keep it, even if it didn't fully meet my requirements, which is my own internal issue. LOL
http://www.daz3d.com/secret-headquarters
What's Included and Features
The file list (available on the readme page http://docs.daz3d.com/doku.php/public/read_me/index/24299/start ) shows separate objects for those items:
/data/mely3D/Headquaters/Bridge/Bridge_277666.dsf
/data/mely3D/Headquaters/Cables Big/Cables Big.dsf
/data/mely3D/Headquaters/Cables Small/Cables Small.dsf
/data/mely3D/Headquaters/Chair/Chair.dsf
/data/mely3D/Headquaters/Door/Door_8783.dsf
/data/mely3D/Headquaters/Fac Props/Fac Props.dsf
/data/mely3D/Headquaters/Floor/Floor.dsf
/data/mely3D/Headquaters/Plateform/Plateform.dsf
/data/mely3D/Headquaters/Quarter Props/Quarter Props.dsf
/data/mely3D/Headquaters/Quarter Table/Quarter Table.dsf
/data/mely3D/Headquaters/Rock/Rock.dsf
/data/mely3D/Headquaters/Sky/Sky.dsf
/data/mely3D/Headquaters/Tubing/Tubing.dsf
/data/mely3D/Headquaters/Water/Water.dsf
Is there way to readme page before purchase? I cannot find link on the product page, even if I add to cart before buying.
Being able to view the readme before purchase would be a good thing to know before buying.
I found documents section and I guess this will work.
Why no link on the product page?
A bit troublesome I guess but you can use this link:
http://docs.daz3d.com/doku.php/public/read_me/index/00000/start
replace "00000" with the product SKU.
Taozen
Just clicked your link and made a bookmark right under the Daz3d forums bookmark in Mozilla.
Not as efficient as a direct link from the product page, but very workable for sure
This way I have two pages open and can review both the product page and readme.
Thanks
It is, but when I find myself doing that, I return it and make my own. It has to be very cheap (very) when doors don't open; nothing behind the door, isn't a deal breaker, but doors that fail to open is.
However, I look at the product, and I see a greyscale render of the various components; that gives me a good idea of what I'm getting. Again the description shows what I'm getting.
The quality looks great in the renders, and this is something I'd likely look at to see how easy to make the doors open. Because, it looks so good.
I remember looking at this, and thinking, "I wish it was a little less SciFi"; but that's always case for a PA, an item is not going to suite everyone.
the documentation page will also have a link for the product's user manual .pdf as well, if the product has one. just trawl down the page a little.
you can preview the location's objects/nodes shown and hidden, or view cutaways in some of those.
j
Just a bump on this thread to emphaszie...
In video productions there are no static images. You cannot keep viewer retention in videos with static images, unless you are doing a slideshow presentation.
Content providers need to realize movement between frames is critical. Whether is is opeing doors, drawers, moving props in scenes, moving characters, facial expressions, rolling wheels, falling debris, etc...all types of movements are a basic requirement for viewer retention.
It isn't altogether a content providers problem, just helps to have content that facilates the needs of video producers. I realize it may take more time for content developers for more carefully address the needs of video producers. PA artists featured in the Daz3d shop have alot, some or minimal retention value of their content. It seems to me the developers would have video producers in mind when they put their content up for sale in the shop will have a longer life span for sales.
cut to action Rampart
watch a movie, see how they do it, they use a set without a ceiling and half the walls!
show actors interacting in room, cut to hand on a door knob, keypad, swipe thingy what ever
then a new room, outside whatever!!!
unless you want it to look like a homemovie on a Sony handycam that is.....
actually it literally does not have opening doors as in it has not got doors at the end of those corridors!
it has openings!
you can place which ever set, doors etc you wish there.
I try to always do what you see above..so if your looking out from the main set you may see an L shaped corridor..it keeps the polycount low and the viewer never sees empty space..and it leaves room for people to add their own doors,or even a duplicate of the main set.
doors are always a pain when people expect them to open..so if the door must open then there will need to be something behind it,right?..okay I'll add a corridor section,..hmm.,now that corridor should probably have a door or two so I'll add some doors..but what about behind those doors..okay I'll add a corridor behind those doors,hmm.,now that corridor should probably have a door or two so I'll add some doors..but what about behind those doors..okay I'll add a corridor behind those doors...hmm.,now that corridor should probably have a door or two so I'll add some doors..but what about behind those doors..okay I'll add a corridor behind those doors....
there does come a point where you have to say this is what I'm making,it's an interior,the doors may open..but you can add your own whatever behind it
Us animators or "video producers" who make use of Daz content have long lived with the reality that most Daz contnet is made with STILL renders as the intended usage.
The burden falls upon us the learn to Alter the content to make it more capable of being animated.
As I noted in another thread about this
We import Stephan's sets as textured .obj files and split them by group upon import into Maxon C4D.
when can then animate or even remove doors& walls etc
Also we create our own animated Computer Screens as all sci fi tech genre display props come with a useless static image.
It is not realistic or even Fair to expect Stephan or others
to foresee what door I want to open and if it will rise vertically or slide horizontally left ..or right.
To say nothing of what we might need on an animated computer interface.
The video linked below is an example of split off doors lowering
and many animated monitor screens that were originaly static.
Being an animator/"video producer" involves more work than just making the people walk,talk& gesture
https://drive.google.com/file/d/0B2TYEp536iB8aVBBdHJWRE9jODg/view?usp=sharing
Another example of split off doors opening and animated screen textures and glowing materials
along with custom screen displays built in after effects.
All additional skills required for animated movie making with formerly static props.
https://drive.google.com/file/d/0B2TYEp536iB8MHFBcUVMOUl3OHM/view?usp=sharing
I continue to buy Stonemason content items. There are other reasons for buying SM, than just opening doors. Yes, I would prefer as much interactive stuff as possible in scenes. If you watch the old StarTrek, Alien and other movies...the sliding doors opened and closed continuously as actors came on and left the set. Doors are blocked, doors are blasted, doors stick, doors hold out the aliens, doors to airlocks, etc. Opening and closing doors are a focal point in most sci-fi videos, whether they slide, swing...whatever. Content that moves or can be moved goes with video, people expect to see movement and cool effects (not just explosions, and gun blasts)
I bought SM Sci-Fi interior 2015, didn't realize there was a newer version. There are alot of ways to tweak this content with just door openings as I can tell. I am pleased with it.
There is mystery behind those doors... Anyone seen the "Dark Matter TV series"? Those big secure doors conceal hidden secrets and are a constant topic of interest in the early episodes.
Very good example... lots of stuff going on all the time. Every scene has alot going on, which hold viewer attention. Sometimes miniscule movement is all that is needed. The TV screens changing in the background can be enough to hold viewer interest. Clearly... viewers have to be inundated with special effects and visual candy constantly. Check out the click through rates on youtube videos.
Video isn't the only place opening doors would be useful, though I'm sure a lot of still image folks overlook such things at times.
For me, from a design perspective, I have to set certain parameters when building a new set. Some of the important characteristics I consider are:
The world and everything in it is essentially infinite. So the first thing is to set artificial boundaries that define the area of the environment. If it's an interior, this can be walls, ceiling, floor, etc. If it's an exterior, it can be buildings, foliage, or hills. The next consideration then becomes resource usage. Everything that appears in a scene, whether texture or geometry, consumes system resources. This goes hand in hand with intended usage. As an example, when I was in school, I had the habit of modeling inanely small details, to the point that, as a joke, I modeled a small Crunch Berry and put it under the refrigerator in a kitchen scene I made. To carry that thought experiment out to the next logical step, as a designer I have to be able to predict what is going to be most useful to the largest number of people. As an environment artist selling assets to a group of customers who are largely interested in the figures that Daz sells (and the clothing that PAs make for them), my sets tend to be designed as limited in scope as possible. I want to make environments that are visually interesting from 3 or 4 camera angles, are almost entirely self-contained, and that you don't have to screw around with. You spend ten or twelve hours getting your character just right, drop my environment behind it, and then shoot with depth of field so my environment is an interesting blur behind the character.
So, I could do extremely complex scenes -- and have. But I question the utility these kinds of scenes have in proportion to the amount of hassle of dealing with large memory and CPU footprints, handling multiple complex objects in the scene, etc, along with considering how many people are really ever going to take a close up render of that door knob and show the working mechanism.
Some of my sets, like the Create A Room series, are designed for kitbashers and are intended to be a kind of junk drawer of things you can throw together to build the background you need. These include opening doors and the like. Others, like the Movie Sets and Portrait Vignettes, are intended almost literally as three dimensional backdrop images. Plop it in the scene and take a picture, no need to worry about it further. These do often contain other assets that can then be added to your Create a Room junk drawer. Don't like the doors in the Farmhouse, you can probably steal the doors from Haunted Interior, clean up the textures, and use those. And so forth.
And so, in regards to the original poster, I don't know that there are a great number of people who value complex mechanisms in a scene more than they do utility and ease of use. I know from my own experience in rendering characters in Daz, that most of the time I don't want to bother with a complex scene, when I know my depth of field is going to obscure most of it anyway. It's the character I want to see. I just want to drop a shoebox diorama in there and be ready to go.
I realize every user doesn't have a supercharged system. There are workarounds possible, maybe with expansion packs? I do video, all the content I buy ends up as export to Iclone or other application.
Cameras and Lighting presets/items are worthless to me. I do cameras and lighting in other applications. If I could export and use them I probably would at least try them.
Placement of lighting and camera is a time consuming task. It might be content developers could create more interactive components in their packs, leaving off the lighting and cameras, would that be a tradeoff?
https://www.news.com.au/finance/rental-listing-for-ridiculously-small-room-reveals-glaring-mistake/news-story/2e4d22d9ede5f2526f88b1a6009edca1
They exist
I found a story in my news feed with real life DAZ room
..."To get in and out of the flat, you have to go via Narnia,”