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I didn't request a Blender forum for all users, but for those who already chose it as their primary software of choice for creating content, wether it's a vendor or someone who creates original content for personal projects.
I know people have trouble getting through Blender because it's one of those critique's that seems to be always relevant with every new generation of users. The interface is not self-explanatory, and where people just want to jump into the program they have trouble navigating not knowing where to go. Blender thrives on community in every way, this includes teaching and learning.
Even though Blender does pretty much all, it's often used as a supporting tool wich is an abslolute blessing. I'm not really a modeler, but i know about other parts of the software of wich i can make little written tutorials. But it be nice to know and see it's kept together under the same banner instead of being scattered amongst the Commons and Technical Help.
To Daz i'd say, don't be afraid or jealous, i won't dump you or Blender, i'm digitally polyamorous, i can love multiple platforms at the same time and make sweet sweet content together...
Dude... we didn't even get a dedicated Iray sub-forum.
So, just live with it.
First, Daz doesn't frequent the forums much as these are user-to-user, so you would have to submit feedback/suggestion through a ticket.
Second, there is no fear or jealousy involved. As was pointed out, this site is for Daz products and assets. The software forums, thus, are for software owned by Daz. People maintain threads on Blender, and other software, here. Their visibility is dependent on users commenting with enough frequency to keep it toward the top of the list. One such long Blender thread is "Who said Blender was hard?"
All you need is active participation.
From the nature of the posts I seen here ,over the years
the majority of the Daz users who also use Blender do so for the free modeling toolset followed closely by those who use Cycles as a more hardware agnostic alternative to IRay.
I have never see any Blender animation by Daz users posted here ( not surprising given the tiny ratio of animators to still render producers in general)
As a Daz content creator myself I can assure anyone that Creating "sweet ,sweet" Daz content ( clothing or Morphs&Props ) typically requires 3D Modeling skills beyond the beginner level, not matter what external package one is using
Some use Hexagon from Daz inc..
some use Blender, Lightwave etc ,
I use Maxon C4D to model my own Daz clothing (picture below)
and MODO for sculpting my custom figure Morphs
That looks excellent wolf , nice work :)
It's irritating me just a little so Ill go ahead and say it. Several people have said that the Daz forums are for software and products owned by Daz.
I see a Poser forum.
Last time I checked that was not owned by Daz3D.
So that statement isn't entirely true.
True, but it is a product that a lot of daz content directly supports, unlike other tools which tend to have fewer or no products offering full suppo
To build on what Richard mentioned, Daz initially started out developing products for Poser before the release of their own Daz Studio. Much of the older content is designed specifically for Poser (complete with Firefly materials) while newer stuff is either exclusively Daz Studio or dual-compatible. It's only good practice to have a dedicated forum which caters to a significant portion of your userbase.
Blender is great at what it does (I could never get to grips with it myself, but I can at least recognise it's usefulness), but it is just one modelling program. I myself use 3D Studio Max and Maya (the latter mostly for animation), but in terms of my Daz workflow it's only used to model an object which is then imported into Daz Studio. Since Daz is the 'endgame' for those models, I'm more likely to come to the Daz forums to find information on the importing and setup in DS than I am for the modelling side. For the latter, there are numerous forums dedicated to 3DS Max or Maya or, for the purposes of discussion, Blender.
...it would be nice if Daz had native support for .lwo .blend, and .3ds format importing.
.blend is the native scene file format for blender .
.
any DS user can install blender and open up a .blend file and export the model to .obj for Daz studio ..no memorization of keyboard shortcuts required
The vestigial .3Ds format can be imported into the free Hexagon modeling app owned by Daz inc.
and exported out to Daz studio.
As a Lightwave owner I see no great demand for that average DS user to import native LWO objects certainly not to the extent that Daz studio needs to have a specific import function for the format IMHO.
Frankly any DS user regularly harvesting LWO's from Freebie sites,
Might consider looking to other sources for free models or use one of the many FREE online converters
http://www.greentoken.de/onlineconv/
... or perhaps learn to use the free, easy to use, Hexagon application from Daz inc and Model the props themselves.
Poser and Carrara have lwo import
...I find a fair number of vehicle and aircraft models are in .lwo format.
The trouble with converting manually to .obj is you lose all mapping and are left with a long list of mesh components which often are only labelled with numbers
..but again you have to convert to .obj for use in Daz and as I mentioned above, that means losing all mapping.
Using what to convert? Importing an OBJ and saving as LWO should not entail the loss of UVs.
...objs that come with their own material files transfer fine. However, for a model converted from another format to .obj, that is where all the mapping information is lost when opened in Daz. This requires rebuilding the material zones manually using the polygon editor (in some cases for upwards of 100 individual mesh components that are often just labelled with numbers or labelled in a language I am not familiar with) before applying any textures (a very tedious process).
When I import a .lwo or .3ds file into Carrara, I get all the materials transferring over as well (though they do have to be adjusted to an extent). However saving a model as a .obj to import into Daz doesn't create a new compatible material file.
Ah, you mean materials rather than UV mapping.
...that is part of it. However, after conversion to .obj, and import into Daz, I discover the original material zone mapping is stripped away and again, when I open the model in the Surfaces tab all I am left with is a lot of individual mesh components often only labelled with number assignments instead of terms like "top", "frame" "hull", "wheels" "tyres", "windows", etc.
In Carrara, after importing an lwo/3ds file, I still get the designated material zones and textures. The issue here is preserving the original materials and material assignments in the import to Daz which would be eliminated if it had native .3ds/.lwo/.blend import as the model wouldn't need to be converted to .obj first.
You do not lose material zone set in Blender when importing as .obj if you use the right export and import setting.
To expand on that... If one assigns a variety of materials to an object you can easily find these in the surfaces tab and apply iray shaders to each unique blender material. If you name your material according to the part of the OBJ in question you don't have to guess on wich surface you are applying the shader.
Sounds like a good idea to me, also i never assumed Daz was going to implement something because a user throws something on the forum. It's where Daz is lacking, not the user. Daz should want to do this for themselves if they are smart, cause there is nothing to lose, only to gain. I'm pretty sure if they won't, they will be overshadowed eventually by other engines, it's not like progression is going to stand still. 10 years is a short time, they have no idea what technology will be available and wich programs will be dominating the market.
I was actually suprised to see that Bryce was still in use, but it looks so dated it lost it's appeal. I loved it in the time of Kai's Power Goo on my McIntosh Performa 5300, but now there are alternatives wich are significantly better. Would be sad to see Daz Studio go the same way considering it's the core software on the website. But hey, i can't force their hand, i can only throw up my well intented suggestions.
...I don't use Blender. I am talking about converting a different format like .3ds or .lwo in a another programme like Carrara or Hexagon to .obj so it can be imported into Daz, that is where I lose all the mapping and why the materials originally provided with the model no longer work.
Then use Blender.
I might, if the next major udate's UI works for me. At least it's worth to check out.
...my response was based on previous attempts at trying to figure out Blender. Don't really want to open that can of worms any more.