has daz ever done a tour of the inside of how everything is done

rigomrtsfxrigomrtsfx Posts: 101
edited July 9 in The Commons

[has daz ever done a tour of the inside of how everything is done] that would be cool of seeing the making of models or ideas but not seeing the programs they use 

how there dreams are made up the drawings of the ideas of the models 

thanks 

 

Post edited by Richard Haseltine on

Comments

  • GordigGordig Posts: 10,599

    It's probably a lot less exciting than you're imagining.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,049
    edited July 9

    there is a company tour from a couple of decades ago when Chris Creek was in charge

    but my seach skills haven't found it yet

    it being unlisted probably isn't helping 

    if they haven't deleted it

    there is this though

     

    Post edited by WendyLuvsCatz on
  • richardandtracyrichardandtracy Posts: 7,113

    Gordig said:

    It's probably a lot less exciting than you're imagining.

    Isn't that true of almost everything? And when it does get 'That Exciting', in reality, you want to be somewhere else. Anywhere else. Immediately. Or sooner.

    Personally I'd love a run through of the general, high level concepts & high level description of the implementation and datastructures in DS. There are three main reasons for this: Mostly because I am nosey, I have never had the workings of a 'proper' program described (I'm a self taught programmer and have no idea whether the way I do things is efficient) and I feel knowing these things would help me get my head around scripting more easily.

    Regards,

    Richard

  • lilweeplilweep Posts: 2,746

    I think it would be interesting, but im not sure theres that much for them to say that would benefit them in any way.

    There are 56 pages of blogs, some of which contain interviews with staff etc, which might highlight some of the more interesting aspects of their structure and operation.  https://www.daz3d.com/blog/

    In terms of the making of models (if they even make any at all and are not outsourcing) they would just be following standard industry practices and using standard DCC software, so not sure there's too much they would be doing differently that's worth exploring?

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,049

    well I do know from comments made previously, Modo was used for most of the base characters

    not sure if right up to Genesis 9 but certainly the legacy ones

    as for PAs, they vary a lot

    some use Hexagon, others 3Dstudio Max and Maya, other's Zbrush, Blender and the list goes on...

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