How can I get published here?

How can I get published here?  Also how can I get my stuff tested privately to see if it is any good before submitting it here?   Also do I have to set the price or can leave it up to the QA?  I do not want to make the items too expensive nor do I want them to be too cheap for them to be taken seriously or mess up the market.

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Comments

  • frank0314frank0314 Posts: 14,708

    You need to get a beta team to do your testing before it hits QA. Do you have any examples of what you've done?

  • MattymanxMattymanx Posts: 6,996

    Price is your choice.

     

  • Peter FulfordPeter Fulford Posts: 1,325

    DAZ does provide some pointers:

    http://www.daz3d.com/community/community-publishing

     

  • IceDragonArtIceDragonArt Posts: 12,757

    There are several of us here who are usually happy to help test new products. 

  • All you have to do is submit a product that is ready to go. They'll either say yay or nay. If you ask for feedback, they'll give it to you. Pretty simple. It is helpful to have someone test the product for you, but not always necessary. 

  • Oso3DOso3D Posts: 15,085

    Be patient and lucky.

    I got no response on my first submission and it took over 6 months to get a response on my second.

  • One thing no one has mentioned...your promos need to be quality. No wips. Look through some of the top sellers and see how the product is presented. You will never get past square one if you don't present your product well. Don't let yourself get passed by not taking time on the artwork. They do not open a product to decide if they are interested. It is all based on your presentation.
  • ValandarValandar Posts: 1,417
    edited March 2017

    A good rule of thumb on promos is to have 2-4+ "art" renders, with ideally the one that promotes that product primarily as your Main Promo, then however many "WYSIWYG" promos - show off every item included, preferably with greyscale images if it's an original geometry product as well.

    As for making sure an item is ready for QA, here's things to look for: No texture seams you can find, no pokethru on clothing items (solve either with weight map tweaking or JCM's), files saved to their proper places, and no flaws in the geometry (missing polygons, unwelded seams, inverted normals, etc).

    Once an item is submitted, it gets examined by the Review Committee. Note that products from existing PA's take precedence, and there are currently more than 600 PA's (though I doubt more than about 350 are actually very active). If it is not accepted, they may or may not say why, and honestly sometimes the why is "We just don't think that will sell".

    If it is accepted, then it goes through QA. The DAZ testers have a rather explicit list of things to look for and will test the daylights out of the product. If they find errors, they will send you a message with a list of mistakes they found, and usually with renders pointing out said mistakes so you can see what they saw. You make the fixes, send them back, and your tester now tests the corrected files. Rinse and repeat until no errors are found in final testing.

    Once an item passes QA, then it goes through various other reviews - art, for example, usually a formality since your promos are part of why a product is or is not accepted, and bad promos will be pointed out before it ever reaches testing, and a run-through over the promo text.

    After it goes through all of that, it can still be between 1-4 weeks or even longer before it goes live in the store - Marketing tries (though does not always succeed) to match item themes on any given day.

    If you seek to do a buyout, that is part of the product submission - tell DAZ how much you are willing to accept for the product (a rule of thumb is to look at how long of actual work it took, and use that to base your asking price). I will not divulge the typical asking prices, but if you ask for too low DAZ may bump it up, while if you ask for too much they might actually stop looking at the product before even getting to the promos. Basically don't undervalue yourself too much, but don't get greedy, either.

    You set your own product's price. Again, a good rule of thumb is to look at something in the store similar in content to yours, even if it's a different style. If you have a female clothing set that's four pieces and has FBM's to match 30 of the FBM's (counting general shapes like Voluptuous, and specific shapes like Victoria 7), then look at the average price of clothing sets with four pieces and about 30 FBM's. If you think that set looks better than yours, charge a slightly lower price. If yours includes more (more pieces, multiple textures, etc), charge slightly lower. As with buyout prices, don't undervalue yourself but don't get greedy - a morph and texture set for G3F will not sell at $75, and if it's quality charging $10 is seriously undervaluing your work.

    Post edited by Valandar on
  • Cris PalominoCris Palomino Posts: 12,473
    edited March 2017

    Can you say what type of products you are looking to make and show some promos you have done?

    Since you are looking to do things for Daz, I would strongly suggest that you create for the latest figures.  If you're looking to do textures, then do them for the latest clothing items.  It is not normally a good idea to do things for Plat items as the prices you will chare will not be able to be competitive with Plat prices.  Rarely are items based on older products accepted because the expectation for sales would be low.  

    While, as Josh said, it may not be necessary to have your items tested beforehand, Daz fully expects that you know exactly how to package up a product properly.  They also expect that it works properly before submission. 

    Without knowing what you intend to make, it's rather difficult to give you more suggestions.

    Post edited by Cris Palomino on
  • RawArtRawArt Posts: 6,069

    I would say unless you are a seasoned product maker, then having a team to test your products before submission would be very important. It would save alot of time and rejection

  • TSasha SmithTSasha Smith Posts: 27,257

    Can I do textures for pc items if I ask for a lower price?   I will show examples later.

  • WonderlandWonderland Posts: 7,133

    I'm curious too. If I wanted to create a texture set for a popular (non-PC) clothing item for G3 female that was released several months ago, would that be considered too old? It seems that all new clothing items are released at the same time as a texture package, the two PAs already have a deal.

     

  • LyonessLyoness Posts: 1,632
    edited March 2017

    I'm curious too. If I wanted to create a texture set for a popular (non-PC) clothing item for G3 female that was released several months ago, would that be considered too old? It seems that all new clothing items are released at the same time as a texture package, the two PAs already have a deal.

    Most likely yes.

    Things tend to get released within days of the orig product if not on the same day at Daz. And the process to get things into the store takes around a month.

    Post edited by Lyoness on
  • MattymanxMattymanx Posts: 6,996

    Can I do textures for pc items if I ask for a lower price?   I will show examples later.

     

    Talk to Jack about doing textures for the PC.

  • ChoholeChohole Posts: 33,604

    The PC already has at least one really good Texture artist,  you would have to be good to compete with her. 

  • Can I do textures for pc items if I ask for a lower price?   I will show examples later.

    To be clear, PC and DO buyout prices are largely the same.. so the price wouldn't/shouldn't determine where it ends up.  In this example, if you do a texture addon for a PC item, it does make sense to offer it to the PC (rather than as a DO) but that's not set in stone either.

    As it's been said, the bars pretty high but we're always looking for items if they meet that standard.

     

     

  • frank0314frank0314 Posts: 14,708
    edited March 2017

    If you want to do texture sets for clothing it is best to reach out to a PA who does clothing and show them examples of what you have done and see if they care if you released a texture set for the clothing. That way they will release the same day. Keep in mind there isn't much money in doing texture sets. Most texture sets don't sell for any more than $8. DAZ gets half of that not including any special sales that are going on. You are only looking at getting around $2 a sale. You would need to sell hundreds of units to make it worth while. It is best to start out as a freebie artist. Do textures of your favorite clothing and post it in the freebie forum until you build your still and become known for doing good texture sets.

    Post edited by frank0314 on
  • ChoholeChohole Posts: 33,604

    Yes,  I tend to agree with Frank.   I did have one or two attempts to turn commercial,  in fact I was selling at Rendo for a while,  but in the end I stuck to doing freebies,  keeping the quality up and having the Paypal donate button, and some stuff hosted on shareCG, when they were paying commission to people whose pages got enough hits.  I made a little money that way.

  • WonderlandWonderland Posts: 7,133

    I took many high res photos of interiors and exterior of stunning Hollywood Hills mansions and other upscale exclusive locations that I often use as backgrounds for photoreal character renders because my Mac or PC laptop can't use IRay and thought they could be useful to others in the same boat, but it was rejected here as a product but will try Rendo, they accept a lot more stuff. I can't afford to do freebies except maybe as one or two samples, my only income comes from freelance art, don't have a "real" job...

  • deathbycanondeathbycanon Posts: 1,227
    edited March 2017

    I took many high res photos of interiors and exterior of stunning Hollywood Hills mansions and other upscale exclusive locations that I often use as backgrounds for photoreal character renders because my Mac or PC laptop can't use IRay and thought they could be useful to others in the same boat, but it was rejected here as a product but will try Rendo, they accept a lot more stuff. I can't afford to do freebies except maybe as one or two samples, my only income comes from freelance art, don't have a "real" job...

    Not sure what Daz's guidelines are but did you have property releases? As a photographer that was in the publishing industry, most publishers would require a property release on private residents, most people don't know that it's required by law, just like a model release. 

    Post edited by deathbycanon on
  • wolf359wolf359 Posts: 3,931

    Hi
    I considered Approaching DAZ to become a PA
    but since I make all of my content with simple preset surfaces to be rendered  for stills in Blender or animation in maxon C4D
    I dont bother creating UV maps and Iray or 3Delight materials
    which is something I would Loath having to doangry

     

    So I will just stick with my animated pose products for my Commercial work.

    This space suit I completed this weekend is an example
    of no UV mapped image base textures (except the G2 male)

    All Blender Shader nodes which render sooo much faster!! than  those absurd 4k textures used in most Daz content today. 

    THE-CLAVIOUS-II-.jpg
    759 x 1080 - 567K
  • wolf359wolf359 Posts: 3,931

    .....

    CLAVIOUS-2-REAR-SHOT-REDO.jpg
    960 x 1152 - 640K
  • algovincianalgovincian Posts: 2,664

    I took many high res photos of interiors and exterior of stunning Hollywood Hills mansions and other upscale exclusive locations that I often use as backgrounds for photoreal character renders because my Mac or PC laptop can't use IRay and thought they could be useful to others in the same boat, but it was rejected here as a product but will try Rendo, they accept a lot more stuff. I can't afford to do freebies except maybe as one or two samples, my only income comes from freelance art, don't have a "real" job...

    Not sure what Daz's guidelines are but did you have property releases? As a photographer that was in the publishing industry, most publishers would require a property release on private residents, most people don't know that it's required by law, just like a model release. 

    Interesting topic. Are you saying that this is still the case if the pictures are taken from the (public) street? Why are Google's street views apparently exempt? Why is the real estate industry exempt?

    Please don't view the questions as me trying to be argumentative - I am honestly asking because questions like this interest me.

    - Greg

  • HavosHavos Posts: 5,580
    edited March 2017

    I don't recall ever seeing a product published here that just consisted of background photos, the only 2D stuff I think that is acceptable will be seamless textures used as shaders.

    Rendo does have a few such products, I have no idea how well they sell, but my guess is not that well. There are many other places to pick up photo resources that have a far greater choice than 10-12 images packaged into a product.

    Post edited by Havos on
  • exstarsisexstarsis Posts: 2,128

    I've definitely picked up background packs at Rendo but only the ones that are postworked renders that aren't the least bit realistic.   

    On the 'making stuff' front I've started feeling the urge. I was also thinking clothing textures, or adapting some shaders with FilterForge textures. Just for my own use to start with. I took a look at some templates. They were a bit confusing... but gotta start somewhere. 

  • Aave NainenAave Nainen Posts: 1,108

    I've noticed that texture sets for PC items are quite often released over a long period of time,  I would guess that they like to "test" the market for a given item before they invest a bucket of money on having additional texture sets created.  Case in point would be the Morphing Fantasy Dress, probably the single most long-lived clothing item ever launched at Daz (I'm guessing here).

    My advice, if you are or wish to become a texture artist is that you contact a couple of clothing creators whose sets you most admire (it's much more fun to texture stuff that you really like after all).  If, after looking at something said artist(s) have in store and you feel you could do a WOW factor texture set that would make both you and the original artist (via more sales of their product) money then invest a few $ in something from said artist(s) stores and have at it.  When you have something awesome to show them, get in touch.

    I have had folks contact me regarding creating texture sets for my products.  I am going to be brutally honest here and say this:

    If someone contacts me and says "hey can I have a free copy of your (product name here), so I can create and sell a few textures for it here at Daz?" "I don't have any samples to show you of the quality or style I am absolutely capable of doing" but would sure like to try with your sets.  I'm going to say "thank you for thinking of me but no thank you".

    If someone contacts me and says " Aave, I love your work and the style of clothing you make really appeals to me, as a matter of fact I purchased (product name here) from your store and have really enjoyed creating additional textures for it. I thought you might like to see what I have come up with to take your contemporary clothing set back in time to the Victorian Era.  I'm hoping you are as excited to see what I've done as I am pleased with how this turned out.  I would really like to become a published artist with Daz so your feedback would be much appreciated, and, if you think my work has the potential perhaps you would consider allowing me access to something you are currently working on?"

    In other words....invest as much effort into developing your talents and "selling" those talents to people you want to work with as they have invested in developing theirs.

    Apologies in advance if I come across as less than a positive and helpful person :) I really am quite approachable :)

  • exstarsisexstarsis Posts: 2,128

    <3 Aave. That's very helpful. I work best with templates (no pun intended) and while I couldn't imagine making a texture for something I didn't already have and love, I always like hearing from my favorite artists about how they prefer to be approached.

  • TSasha SmithTSasha Smith Posts: 27,257

    I just realized a major problem.  The current computer I use cannot use iRay.  I guess I can team up with someone who wants to publish, right?  Hopefully someone who knows enough about iRay to convert my 3Delight textures beautifully into iRay.   How do I find someone to help me with that?

  • Oso3DOso3D Posts: 15,085

    A number of people really like 3DL, so it's possible to release 3DL products.

     

  • TSasha SmithTSasha Smith Posts: 27,257

    A number of people really like 3DL, so it's possible to release 3DL products.

     

    True!  and then do an iRay addon if needed later once I can get a better computer, hopefully.

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