How do artists such as Sabby and FWSA make their characters for the store?
Here's an example of the type of product that I'm talking about. http://www.daz3d.com/fwsa-ashlyn-hd-for-genesis-3-female-s Do they just take like a basic Genesis 3 person and then apply morphs and then that's it, or do they take a Genesis 3 model and do a bunch of stuff in Zbrush, or do they build a whole character from scratch? I'd like to do the same but I don't really know how to do that.

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Ok, I kind of answered my own question by reading the description (Zbrush). But does anybody know how to do this, or have any links for tutorials?
This is Daz Documentation on Character Creation although its for Genesis the same general things apply
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/basic_character_creation_genesis/start
You can create your own morphs to make characters in any Modelling Program so you don't need to purchase Zbrush to make a start.
You can also create characters using the Morphs that you can purchase here at the store:
http://www.daz3d.com/genesis-3-female-head-morphs
http://www.daz3d.com/genesis-3-female-body-morphs
or merchant resource packs such as
http://www.daz3d.com/genesis-3-female-body-morph-resource-kit-2
I guess it depends what your aims are - If its to sell characters then creating unique morphs would be the best option, if its for your own use you may find morphs that already exist get the look you need without touching a modeling program.
Bear in mind those characters are also textured. A full character set contains both a morph and a texture set, and in my experience the textures took longer by far. That can be done either from photos in Zbrush, 3d Coat, BlackSmith3D, etc., or from a merchant resource, and in either case PhotoShop or the GIMP is also going to be needed.
this seems like the more pertinent thread on the whole forums to me, and yet it remains empty. jospeh06, your question is 'my thoughts exactly'. Alyson by Sabby is a good example to hightlight because of its precious skin render. I've chatted a bit with Sabby, and she says it's not possible to do this kind of skin render in DS4. and I've studied the Anagenessis product, and frankly I think the 'Before's' look better than all the 'After's' in the promo section. Apparently this subsurface skin thing (SSS) is uniquely solved by Poser. A close study of Sabby and Godin vendor stores on Renderosity reveal that although they may offer a few of their better models for Daz4.9, the better promo's, the ones with the incredible skin renders, are rendered in Poser, and the DS mats included for the skin doesn't do the same thing. Godin seems to recommend DS rendering with Advanced DAZ Studio Light Bundle to help bring better skin realism and rendering.
I'm also trying to contact an artist by the name of BlackDog1966, seen in the DAZ galleries. The rendering in such works as Eyes So Blue, The Lonely Hall and Hair of Flame Eyes of Ice involves a cross lighting technique that can be done in DS, but I have not ascertained if the Advanced Light Bundle was used or not. For one of these, check out [ http://www.daz3d.com/gallery/images/136061 ] In any case, it looks BlackDog accomplished the subtle SSS texturing in those renders before applying the lighting technique, and he doesn't reveal as to whether or not he first used Poser for skin rendering and then imported the image into DAZ.... assuming that's even possible.
and also these DS products need to be explored to possibly help accomplish in DS what Sabby has done with Alyson in Poser:
http://www.daz3d.com/macro-skin-for-genesis-and-genesis-2-female-s
http://www.daz3d.com/victoria-5-elite-texture-nichole
I've yet to try them. Hoping now someone with some real experience and expertise, like BlackDog1966, will see this thread and come to our rescue with more detailed advice and technique.
many thxs in advance, BillySheers
Well what I consistently see in renders that people seem to like, such as that Eyes So Blue, is the careful selection of what to blur and how much to blur it in order to hide rendering and 3D software shortcomings.