Bluebird 3D TV - NEW PA Insider: How Else Do People Make Money With Daz Studio?

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  • tl155180tl155180 Posts: 994
    frank0314 said:
    Renomista said:

    I would Probably Ask on your real life workflow. How much time do you spend on which task and where are the points where problems occure.

    Also how many sales are realistic for what class of Products.

    Well I can't speak for everyone but it typically takes me 3 months to do a products. 1 month is dedicated to modeling and mapping, 1.5 months on texturing and half a month on DS settings, presets and packaging.

    I didn't realise you were a PA Frank - what name do you publish under? I'll look out for your stuff.

  • StratDragonStratDragon Posts: 3,273
    Canary3d said:

    Hi Charlene,

    Id like to ask about learning recources. Ive seen plenty of tutorials on creating objects (clothes, etc.) but I can never seem to find material on texture creation.

    It's 10 years old, but Stefan Morrell's "Painting Hard Surface Textures" tutorial is still the best thing EVER. (Stefan is better known to all of us as Stonemason.wink) It's free: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22 .  

    thank you for that link, it's a great read

  • KnittingmommyKnittingmommy Posts: 8,191
    edited March 2016

    I believe he is part of the ARTCollaborations in his banner.  I never even realized that until their store was in the DS Creative Magazine.  Even after that, it took me longer to figure out who DAZ_ann0314 was!

    edit: fixed magazine name

    Post edited by Knittingmommy on
  • SzarkSzark Posts: 10,634
    Canary3d said:

    Hi Charlene,

    Id like to ask about learning recources. Ive seen plenty of tutorials on creating objects (clothes, etc.) but I can never seem to find material on texture creation.

    It's 10 years old, but Stefan Morrell's "Painting Hard Surface Textures" tutorial is still the best thing EVER. (Stefan is better known to all of us as Stonemason.wink) It's free: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22 .  

    thank you for that link, it's a great read

    I learnt a lot about Photoshop too from Stefan's tutorial. 

  • FirstBastionFirstBastion Posts: 8,048
    Canary3d said:

    It's 10 years old, but Stefan Morrell's "Painting Hard Surface Textures" tutorial is still the best thing EVER. (Stefan is better known to all of us as Stonemason.wink) It's free: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22 .  

    That is definitely a good tutorial ! 

  • StonemasonStonemason Posts: 1,222

    if a little old, I don't even texture like that anymore :\

  • KnittingmommyKnittingmommy Posts: 8,191
    Canary3d said:

    Hi Charlene,

    Id like to ask about learning recources. Ive seen plenty of tutorials on creating objects (clothes, etc.) but I can never seem to find material on texture creation.

    It's 10 years old, but Stefan Morrell's "Painting Hard Surface Textures" tutorial is still the best thing EVER. (Stefan is better known to all of us as Stonemason.wink) It's free: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22 .  

    I had to go look.  I think that is one of the first tutorials I found and really found useful when I first started using DazStudio a year and half ago.  I refer to that tutorial often.

  • KnittingmommyKnittingmommy Posts: 8,191

    if a little old, I don't even texture like that anymore :\

    Hmm, sounds like a need for an updated tutorial to me!

  • For those that are interested in texturing, are you looking for clothing or buildings or people? Do you need info on where to source base textures, or how to make your own? 2D techniques or 3D painting techniques? Would it need to cover surface settigns for any particular application or shader? All of it? I've been thinking about doing a series of texturing tutorials, so it would be good to have an idea where to start.

    Hi DestinysGarden,

    Once again you've come to my assistance (you helped me with some pose promos I was doing :))!

    While I wouldnt want to limit myself to specific creations, I think that the first thing I would like to try and texture would be models like buildings and vehicles. Then I would like to try people (creatures really) and then I think it would be fun to read about cloth texturing although im not sure I would get into making clothes. Source based or my own textures...Yes!!! 2D or 3D techniques...hmmm, ahhhh.... YES!!!  All of it really. I would jump at the chance to read any tutorials you wrote on the subject!

  • Canary3d said:

    Hi Charlene,

    Id like to ask about learning recources. Ive seen plenty of tutorials on creating objects (clothes, etc.) but I can never seem to find material on texture creation.

    It's 10 years old, but Stefan Morrell's "Painting Hard Surface Textures" tutorial is still the best thing EVER. (Stefan is better known to all of us as Stonemason.wink) It's free: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22 .  

    Thanks for this. I will definetely check it out.

  • if a little old, I don't even texture like that anymore :\

    Hmm, sounds like a need for an updated tutorial to me!

    Agreed!

  • ChoholeChohole Posts: 33,604
    tl155180 said:
    frank0314 said:
    Renomista said:

    I would Probably Ask on your real life workflow. How much time do you spend on which task and where are the points where problems occure.

    Also how many sales are realistic for what class of Products.

    Well I can't speak for everyone but it typically takes me 3 months to do a products. 1 month is dedicated to modeling and mapping, 1.5 months on texturing and half a month on DS settings, presets and packaging.

    I didn't realise you were a PA Frank - what name do you publish under? I'll look out for your stuff.

    Frank and Ann are ArtCollab/ArtCollaborations.

  • RenomistaRenomista Posts: 921
    tl155180 said:

    I would ask for a step-by-step guide on how you went about setting up one of your promo images (an example), with particular attention paid to how the lighting was set up. Something like King of Hearts, or Day in Bed. I always see these really amazing promo images with great dynamic lighting made by PAs and I struggle to work out exactly how it was achieved or replicate it. This is something I would absolutely treasure and would help me no end.

    Sickleyield already made some good, very helpful videos about it which cover the basics but I think I'm beyond that now and I'd like to see something more complex, like you get with many of the really good promo images.

    Please and thank you angel

    Bitwelder adds the dufs of his Promo Images (at least in his newer products) that is very helpful!

     

  • RenomistaRenomista Posts: 921
    frank0314 said:
    Renomista said:

    I would Probably Ask on your real life workflow. How much time do you spend on which task and where are the points where problems occure.

    Also how many sales are realistic for what class of Products.

    Well I can't speak for everyone but it typically takes me 3 months to do a products. 1 month is dedicated to modeling and mapping, 1.5 months on texturing and half a month on DS settings, presets and packaging.

    Thanks a lot for the insight.

     

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    If you had a pocket PA in your office... what would you ask them?

    A lone figure sits in a darkened home office, the glow of a LCD screen bathing their face.  They're sitting very still, maybe asleep, and on the screen a piece of the screen is slowly focusing on an image.  Finally with a groan of disgust, they notice something wrong with the preview image, and their head makes a very familiar sounding thud against the desk.

    Their hand reaches up, slapping a big red button next to the computer, labeled 'Pocket PA'.  A chipper, if tired-sounding, voice pipes up, 'Have you checked your...'  There's a pause as the random number generator chugs out a number, '...gamma?'

    'My WHAT?!?  NO!  The problem's RIGHT THERE!' the figure at the desk growls, pointing at the screen with one hand, hitting the button again with the other.  The response comes back, 'Have you checked your...push modifier?'  The figure ARGGGHS, 'No!  That's not the PROBLEM, I don't need to check my...huh...wait...if I apply a...hmmmmmmm...  Ah!  There we go, that worked! THANKS Pocket PA!  You're my ONLY friend!'

    --  Morgan

     

  • Richard HaseltineRichard Haseltine Posts: 107,945

    I hope the Pocket PA has macros - such as "Well, if you dial the breasts back a bit the texture stretching might go away."

  • tl155180tl155180 Posts: 994
    Chohole said:
    tl155180 said:

    I didn't realise you were a PA Frank - what name do you publish under? I'll look out for your stuff.

    Frank and Ann are ArtCollab/ArtCollaborations.

     

    I believe he is part of the ARTCollaborations in his banner.  I never even realized that until their store was in the DS Creative Magazine.  Even after that, it took me longer to figure out who DAZ_ann0314 was!

    edit: fixed magazine name

    Thanks both for the info. I don't have banners switched on, so I never saw it.

     

    Renomista said:
    tl155180 said:

    I would ask for a step-by-step guide on how you went about setting up one of your promo images (an example), with particular attention paid to how the lighting was set up. Something like King of Hearts, or Day in Bed. I always see these really amazing promo images with great dynamic lighting made by PAs and I struggle to work out exactly how it was achieved or replicate it. This is something I would absolutely treasure and would help me no end.

    Sickleyield already made some good, very helpful videos about it which cover the basics but I think I'm beyond that now and I'd like to see something more complex, like you get with many of the really good promo images.

    Please and thank you angel

    Bitwelder adds the dufs of his Promo Images (at least in his newer products) that is very helpful!

    O'rly? Thats very interesting, thanks. I'd love it if more PAs did that (although I realise its probably extra work). Thats another good reason to pick up Crescent Cove then, once I have more funds available laugh

  • Bluebird 3DBluebird 3D Posts: 995
    edited March 2016

    Wow!!

    You are all freaking amazing! There is no such thing as too many questions, a stupid question or a bad question. The only thing you can do here that would bum me out is -not- asking your question.

    ... I've got something up my sleeve. :) I can show it in 2 weeks... with the one disclaimer: I am waiting on one more thing for my office to arrive so that 2 week time frame starts from Wednesday of this week.

    Please keep them coming! These are perfect. The more you ask, the more I can help. I've bookmarked this thread and will now consider it a living discussion that can continually unfold as we wish.

    ~Charlene

    Bluebird 3D

    Post edited by Bluebird 3D on
  • SummerhorseSummerhorse Posts: 684

    I would ask for more up to date tutorials on texturing, and working with uv s.

  • TottallouTottallou Posts: 555

    I would be interested in Tutorials on most things others have mentioned  -

    I just hope they will not only be Videos as I prefer to read , probably I am in the minority as most things seem to be Video only sad

  • SixDsSixDs Posts: 2,384

    "as I prefer to read "

    + about a million.

    I like my reference materials to have Tables of Content, Indeces and searchable content, none of which pertain to videos. But apparently we're in the minority these days.

  • "as I prefer to read "

    Yes, I also prefer written tutorials. I get frustrated when I have to pause, rewind, adjust for bad audio, etc... I like text, text is fun. Pictures also, pictures are good.

  • jakibluejakiblue Posts: 7,281

    I've always been curious about character creation. The skin texturing in particular. I have these great ideas (to me, anyway LOL) but I don't understand the creating of the skin base much. MR's say you must change them to use them, and I always wonder "change WHAT?". More freckles? More moles? Add scars? Change the colour of the skin? WHAT? Then it's "what size do you work at?". How do you do eyelashes? All that sort of stuff. 

    Tutorials on making characters would be something I would ask my Pocket PA. 

    Promo's would other questions. There's a lot of PA's who do absolutely GORGEOUS promos, and an indepth step-by-step tut on either their promo style, or one particular promo would be awesome. Do they use canned lighting? Do they create their own? What is their postwork like when creating store promos...how far can they go with it? 

  • jakibluejakiblue Posts: 7,281

    ooooo I thought of another question that I would ask My Pocket PA....

    Are there things/genres/products you would LOVE to create, but you don't think the market is there for them so wouldn't be worth the income?

  • StonemasonStonemason Posts: 1,222
    edited March 2016

     one of these days I'll get around to it,I was recently thinking about doing a livestream while doing product promos,much easier than writing a tutorial

    if a little old, I don't even texture like that anymore :\

    Hmm, sounds like a need for an updated tutorial to me!

     

    Post edited by Stonemason on
  • IppotamusIppotamus Posts: 1,580

    I agree there are so many modelling tutorails, and so little on making textures for them.

    I have several grey blobs that I made from other paid tutorials that ended with.  "Now just make some textures and your product is finished."

    Yes, I will just do that.

    *faints*

  • RenomistaRenomista Posts: 921

     one of these days I'll get around to it,I was recently thinking about doing a livestream while doing product promos,much easier than writing a tutorial

    if a little old, I don't even texture like that anymore :\

    Hmm, sounds like a need for an updated tutorial to me!

     

    Great Idea, but please record also to give people in different Timezones a chance, too!

     

    BTW that also the reason why I decided to go the Video Route. This takes approx Time of the Video + the same for Preparation + Postwork.

    For the same content I need at least double the Ttme for writing / creating screenshots + more time for Proofreading.

  • ValandarValandar Posts: 1,417

    If I had a pocket PA, I'd subcontract out and get more sleep...

     

    Oh, and going back to "the longest time you spent on a project"... not sure if it counts, but the Build Your Own Mecha Kit was something like 22 months from initial modelling to final completion...  it had to go on hold for several months until I developed a newer, slightly faster texturing method for all the parts. One which has since been completely superceded.

  • BriannahBriannah Posts: 13

    Apart from content, tutorials are THE thing I'm mostly interested in and if I had a pocket PA I would probably pester him/her with question about how to do things. I would be interested in learning to do just about anything but right now character creation is the thing I would like to learn first. You can find modelling tutorials, that's true, but as Ippotamus said, they usually end when it comes to texturing. Or if they do mention texturing, they skip all the fine details which are those things I struggle with. I would especially love to know how to do a decent and realistic looking skin, from start to finish, from how to set up your references to the final shaders for DS and/or Poser.

    But I'm also full of awe at the skills of some of the PAs here when it comes to props and scenes (that includes both modelling and texturing). A project from scratch till finish would be great, or a series of tutorials for modelling, texturing, rigging, setting up for DS and/or Poser (using the tools available today). And as mentioned above, the promos are often gorgeous and make those products an instant buy for me. I would love to be able to create art that at least tries to reach that level of skill.

    I like written tutorials with pictures, but for long projects I suppose videos are the simpler and faster medium. I have no problem with that as long as they are clearly spoken (english is not my native language and while I could probably understand german mumbling, I have a lot of problems with that in a foreign language smiley).

    In short, I want to learn and improve so that I can get over just being a simple user of premade content, so that I can personalize what I use and make it my own. That's what I would love to have a pocket PA for.

  • Bluebird 3DBluebird 3D Posts: 995

    For the character information:

    Is the interest about skin only, then? Morphing is pretty widely understood?

    On a personal level, I'd love to see more characters -with- character and that is something I'll be covering just for fun. I choose to make props, environments and clothing because those are the areas I enjoy but I know how to create the characters as well. I think if I can show that to you guys maybe one of you who loves it more than I do can take it from there and run with it. That would be pretty neat. :)

    ~Charlene

    Bluebird 3D

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