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

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Comments

  • KharmaKharma Posts: 3,214

    I like both written and video tutorials but I prefer videos as long as they don't have that terrible background music or you can hear every distracting mouse click throughout the video or the bright yellow highlight that keeps flashing over the items when you move your mouse over it. Those would be my biggest pet peeves on video tutorials.

    One thing I often wonder about characters is how you go about including the different fits for several characters, or what JCM's or PBM's? are and how they are included and why. With morphing I know you can take your character into another program like ZBrush and manipulate it to create new morphs,but how do I do that without adding more geometry or distorting it beyond usability, and then how do I get it back into Studio and save it properly? Something else I know I have asked several times with Merchant Resources...what does it mean exactly when it says you must change the material and make it your own"? So I would like to know how to take a merchant resource skin package and create a new character with it.

     

  • LinwellyLinwelly Posts: 6,054

    If I had a pocket PA I'd like to ask if I can do the promo renders for them (hehe).

    Seriously it would be fun to see a step by step how the promes of some products came to life, to get to know the tricks and edges of a product, including all stuff that is used in a promo beside the product.

  • BriannahBriannah Posts: 13

    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

    A complete walkthrough from start to finish would be great of course, but if I had to choose between one and the other I would say texturing and shaders.

  • KnittingmommyKnittingmommy Posts: 8,191
    Briannah said:

    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

    A complete walkthrough from start to finish would be great of course, but if I had to choose between one and the other I would say texturing and shaders.

    I would love more information on texturing and shaders, too.  I admit to becoming a Filter Forge junkie.  I love using my textures in DS and playing with settings.  However, I still don't know what I'm doing half the time.  An updated "How to on doing textures inside DazStudio and incorporating textures you've created in outside programs like Filter Forge, Blacksmith and whatever other programs are out there" would be nice.  We, also, desparately need an updated tutorial on the built in Shader Mixer for DS as the only ones I have found are outdated and things have been moved making it difficult to follow them.

    Any information on creating your own textures for Iray, explanations on the whole PBS thing would also be something I would ask a Pocket PA.

  • frank0314frank0314 Posts: 14,707
    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.

    ARTCollaborations for our brokered products and ARTCollab for all of our Daz Originals.

  • TangoAlphaTangoAlpha Posts: 4,587

    Is there any reason for the 2 identities? (just curious...)

  • TSasha SmithTSasha Smith Posts: 27,240

    How did you get so small?   Can you help me fix my computer problems?

     

    Okay how about tricks to stay focus and not procrastinate on the forums or something like that?

  • Bluebird 3DBluebird 3D Posts: 995

    This is a great list! I'm so excited and I can't thank you all enough for jumping in like you have. I've got this thread bookmarked now. It is a great resource. There is no such thing as too many questions! 

    ... Meanwhile this was delivered today ... :)

    I'm expecting one more package tomorrow that could possibly be related. We'll have to see.

    ~Charlene

    Bluebird 3D

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  • BriannahBriannah Posts: 13
    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.

    All of them, although people is what would interest me most at the moment. As to textures, it would be nice to know how to do my own, although working with merchant resources would interest me as well. I have the software to use both 2D and 3D techniques, so I would take any that would be shown, but if I had to chose it would be 3D. But I'm open for all, there is really not a lot out there that shows a step to step way to do it, especially the details. And yes, shaders are an important part of the process, so I would be love to know how to do 3Delight and Iray shaders and if somebody would be willing, the same for Poser as I use both DS and Poser.

  • Bluebird 3DBluebird 3D Posts: 995
    Ivy said:

    Hi Bluebird 3D I love your products. I have so many of them and use them regularly in my animation projects .

    My question is this . I pretty much use daz studio for animation and many times I have to kit bash sets together to get that scene or props I am looking for.  Do PA's ever do commission or do collaboration work for/or with animator artist like me  that may need a certain custom model or props for a scene or film & needs to work in animation. for it to work in the film?  many new products coming out don't have enough options  for dynamics when it comes to using them in animation. .  So  Its not that the product created would have to be exclusive to the animation and could be resold in the daz store.... but being a armature animator and not a content creator lately this has been my biggest issue or hurdle. wishing i had a Pa in my pocket so to speak..because during a project I always end up needing something made i can not create myself. and end up half ass kit bashing stuff together in order to try to achieve the results I want/need.

    It would be great if PA's could work in collaboration or commission work. it would be such a big plus to animators artist like myself. . the reason I ask is  I have some very big story boards and projects ahead. .  but the hurdle is i have really no way to attain custom props and scenes needed, do you ever do or have thought about commission or do collaboration work for people like me? or is not something that be worth the work verses sales returns in  $$$?   I was just interested if that is something you guys do or not..  

    If you like, you can see your dojo in action in my latest film. :)  http://www.youtube.com/watch?v=jJ0IDT5OJG8

    Thank you for reading my comment.

    @Ivy that looks awesome! That made my day. Thank you for sharing that with me. :D Wow.. I had no idea you were into using our products for animations like this. I should poke my head up more often and hang out here a bit more. How cool!

  • BlazeMystEraBlazeMystEra Posts: 465
    edited March 2016

    I'd ask for a tutorial how to texture a character... from beginning (creating the skin out of ressources/with brushes and how to correctly work on the seams), through using mercant ressourcetextures (again very important here how to work with the seams when editing the texture, to end (especially how to make the skin so it looks realistic in a render -> sss / iray).

    Post edited by BlazeMystEra on
  • Bluebird 3DBluebird 3D Posts: 995
    jakiblue said:

    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?

    Amazing question. Quite insightful, too.

  • SummerhorseSummerhorse Posts: 684

    I REALLY want to know... whats in the works for hair? I constantly see comments that hair is lagging far behind skin in realism. Other than post work, are there any plans to address this ?

  • IvyIvy Posts: 7,165
    Ivy said:

    Hi Bluebird 3D I love your products. I have so many of them and use them regularly in my animation projects .

    My question is this . I pretty much use daz studio for animation and many times I have to kit bash sets together to get that scene or props I am looking for.  Do PA's ever do commission or do collaboration work for/or with animator artist like me  that may need a certain custom model or props for a scene or film & needs to work in animation. for it to work in the film?  many new products coming out don't have enough options  for dynamics when it comes to using them in animation. .  So  Its not that the product created would have to be exclusive to the animation and could be resold in the daz store.... but being a armature animator and not a content creator lately this has been my biggest issue or hurdle. wishing i had a Pa in my pocket so to speak..because during a project I always end up needing something made i can not create myself. and end up half ass kit bashing stuff together in order to try to achieve the results I want/need.

    It would be great if PA's could work in collaboration or commission work. it would be such a big plus to animators artist like myself. . the reason I ask is  I have some very big story boards and projects ahead. .  but the hurdle is i have really no way to attain custom props and scenes needed, do you ever do or have thought about commission or do collaboration work for people like me? or is not something that be worth the work verses sales returns in  $$$?   I was just interested if that is something you guys do or not..  

    If you like, you can see your dojo in action in my latest film. :)  http://www.youtube.com/watch?v=jJ0IDT5OJG8

    Thank you for reading my comment.

    @Ivy that looks awesome! That made my day. Thank you for sharing that with me. :D Wow.. I had no idea you were into using our products for animations like this. I should poke my head up more often and hang out here a bit more. How cool!

    Thank you for the nice complement. I so appreciate you taking the time to watch my film. I have many more animations i made using daz,  you can watch here, . Ivy's youtube .  this animation  I did completely in daz studio 4.8 accept for the video editing which I used adobe premier. it took me about 3 months.  doing all the work myself accept for the music which my friend Kevin Mc Cloud Graciously allowed me creative licenses to use. and of course all the models sets i have bought to use in my films.   I know there are a lot of little mistakes in this fim. I think that comes with the territory when kit bashing models together. and sometimes working alone in big projects can be challenge missing stupid little things.. Also I have found many times I have to try make things work in a animation  which were not intended for animation &  would not be necessary in still frame rendering that been a major challenge .    I find some of pa's here have some great sets and I love working with them because they are easy to edit & dynamic.   That is why I asked my question. if you as a Pa ever did commission of collaboration request for artist like myself that are animators but not content creator?     I could never pick a favorite PA I love them all.  but for animation models sets  I really like your sets for the uniqueness & FirstBastions  for the versatility and agility in rendering his sets.. and. Stonemason for the incredible details.  its a real winning combination when i use this stuff together.

    If you guys don't mind?  may I submit some suggestions for a future projects?   I really need a small Japanese fishing village with a working dock.  . I really would love to have a topical island that has a volcano or just the volcano I can use for scarifies. and some morphing back backs and gear-bags ,purses, bags etc. these have been very difficult to find in the Daz Studio 3d world . and my model skills are limited , so I really depend greatly on you talented PA's  Hint , Hint...  :) 

    Thanks again for watching my animation.

  • TesseractSpaceTesseractSpace Posts: 1,582

    Have you ever made a product that really surprised you with its sales? (Either by selling much more or less than expected?)

  • tl155180tl155180 Posts: 994

    If you're thinking of doing some video tutorials (and it looks like you are, YAY!), then I'd also like to ask about post-working in a free program like Gimp. I've just started trying to learn how to do this and its kinda tricky to know both how to do everything and also what I should even be trying to do with post-work. I'd love to see a tutorial that illustrates the common uses of post-working and how they are done.

    As an extension, a video on how to use something like Ron's brushes in Gimp would also be really great. I've been umm-ing and err-ing about whether to invest in those for a long time now.

  • LyonessLyoness Posts: 1,632

    I'm reading and reading about so many people interested in characters and character skins!!!  I didn't think that our work was so magical.

    I'll be honest.  We do like to hold things back that are unique to us.  Often that is within the making of the supplemental maps (bumps and specs and more).  What I did was break down a DazO map and learn from what Daz itself was making/selling.  They are really good examples of what I do.

    So that's my BIG tip to you!!

  • @Lyoness, I suspect it's more a matter that folks don't see all the hard work that you and the other PA's do to make the products and all the long hours you spent pulling your hair out trying to figure these things out before we came along to admire your work. I've found that I want to join in the fun, since i enjoy doig renders with stuff I've made and think that maybe other folks might like them too.

  • Thank you for your tip, Lyoness :)

  • KnittingmommyKnittingmommy Posts: 8,191
    Lyoness said:

    I'm reading and reading about so many people interested in characters and character skins!!!  I didn't think that our work was so magical.

    I saw this and was like, what?! Of course, what you do is magical!  And special and I get so envious that I can't do things like that as easily! 

    Lyoness said:

    I'll be honest.  We do like to hold things back that are unique to us.  Often that is within the making of the supplemental maps (bumps and specs and more).  What I did was break down a DazO map and learn from what Daz itself was making/selling.  They are really good examples of what I do.

    So that's my BIG tip to you!!

    I have to admit I have taken a few of your skins into Gimp just to see what you did. Whoooo, so glad that was an okay thing to do because I was so keeping that to myself in case it was taboo or something.  I have to admit I enjoy picking things like that apart to figure something out.

     

  • LyonessLyoness Posts: 1,632
    I have to admit I have taken a few of your skins into Gimp just to see what you did. Whoooo, so glad that was an okay thing to do because I was so keeping that to myself in case it was taboo or something.  I have to admit I enjoy picking things like that apart to figure something out.

    Rather than using mine, use... EVA.  She has a GREAT skin.  I studied her supplemental files for MONTHS. with FRIENDS!  So that I could improve my bumps and spec maps. Funny part is, when I ask the guy who made the skin, he was like, oh you just need a really detailed skin.  AS IF that was the only thing.  See how we all hold a little back from each other??????

  • KnittingmommyKnittingmommy Posts: 8,191
    Lyoness said:
    I have to admit I have taken a few of your skins into Gimp just to see what you did. Whoooo, so glad that was an okay thing to do because I was so keeping that to myself in case it was taboo or something.  I have to admit I enjoy picking things like that apart to figure something out.

    Rather than using mine, use... EVA.  She has a GREAT skin.  I studied her supplemental files for MONTHS. with FRIENDS!  So that I could improve my bumps and spec maps. Funny part is, when I ask the guy who made the skin, he was like, oh you just need a really detailed skin.  AS IF that was the only thing.  See how we all hold a little back from each other??????

    Eva 7? I have her, but actually haven't had a chance to render her out.  I'll have to take a closer look.  Thank you for the advice.  Although, I have to say you have some of my favorite characters when I need a female figure so I think you are doing okay with your skins.  My all time favorite charact has to be Trini with Darby coming in a close second.

  • SaiyanessSaiyaness Posts: 715

    If I had a little Pocket @Stonemason, I'd have to get him one of these to ride around in....

    (Apologies if I got your taste wrong, Stefan :p)





     

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  • Nice choice for him, but I think the steering wheel is on the wrong side. I know many car manufacturers have both left hand and right hand drive models for different markets, and I think New Zealand is like Australia and the UK in that they use the right hamd drive models.

  • StonemasonStonemason Posts: 1,222
    edited March 2016

    heh,actualy I have both right hand drive and left hand drive cars,american muscle cars are cool.....so long as your only planning on going in a straight line :-)

    Post edited by Stonemason on
  • Glad to know you have both, Stonemason; I'd love to have the 1966 Pontiac Tempest I had when I was in High School, but it's long turned to rust.

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

    If someone pulled up to me in a car like that... yeah... I admit it: I'd happily go for a ride. American muscle cars are amazing. 

    Post edited by Bluebird 3D on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,041

    PA in my pocket? that's where my munny is going, buggers eating it and pooping into my product library

  • IceDragonArtIceDragonArt Posts: 12,744

    Hi BB,

    I'd like to ask, would you do my promos for me? *Ducks and runs*

    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.

    Ha ha all of it of course lol.  I am so excited about your new thread.

     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!

     

    That would be incredibly awesome....

     

    I just want to know it all.... That was helpful wasn't it?  Mostly about textures though and creating them either as shaders or retexturing existing items and what it is exactly that has to be done make it finished and easy to use. 

  • Candesce said:

    I REALLY want to know... whats in the works for hair? I constantly see comments that hair is lagging far behind skin in realism. Other than post work, are there any plans to address this ?

    I think this is a very good question.

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