Joining the Store

MalusMalus Posts: 370
edited August 2018 in Daz Studio Discussion

I am looking around, and it is obvious I need to join the whole store thing to create morphs that exceed the model at hand. The question I have is there any videos showing what I am able to do before I join it? Also if I join, do I have to produce content regularly? A lot of content I wish to make that you guys do not have will be for a book more than likely which means I would not be able to release it til I am done with said book. I may could give out props from time to time. 

Either way before diving into it I like to know everything about the extras in the program that allows me to exceed the limits. 

I know I know you have to accept me, considering where I am skill level wise and what I have seen in some area of the stores either I am in or the store is biased against me. I know a lot of you guys here have seen me in my infancy but have not seen me where I am now so your assumptions would be based on that. Do trust me I have gone far beyond what I was.

Anyways. Is there anything that can show me what I am diving into, any tutorials for said new additions, anything that could you know make this a bit clearer. Pretend you are a car salesman if you wish. 


(A side question does anyone here really make bank off this store, or is it just a bit of income and nothing more?)
 

Post edited by Malus on

Comments

  • ChoholeChohole Posts: 33,604

    Have you clicked on the  Publishing  button which appears at the bottm of each and every page on the site?

  • JonnyRayJonnyRay Posts: 1,744
    edited August 2018
    Malus said:

    (A side question does anyone here really make bank off this store, or is it just a bit of income and nothing more?)
     

    Chohole answered the first part; so I will just say that like most things in a marketplace, it depends. Certainly top content artists can make a good income. I've known a couple for whom it was their only source of income. However it depends on the skills and quality of your work. Also it requires constantly making new stuff. We content buyers are notorious about buying things on sale (like when items are first introduced) and then your income from that item will almost drop to zero until it goes on another deep discount. To provide a consistent income, you'll need to provide a consistent stream of new high quality items.

    Observing my own buying habits, I would say we're also starting to demand more from our content producers. I've become a more savy consumer. I want items that have good solid geometry and well defined material zones so that I can use my vast library of over 3000 Iray shader presets to customize the look. I also am increasingly interested in dForce support for clothing as I'm finding "autofit and push modifiers" aren't always enough and I'm frustrated when I can't use a pose I want because the clothing doesn't support it.

    This isn't going to be something that a person (I've toyed around with getting into content creations off and on over the years) can do in their "downtime" nights and weekends and expect that to replace a regular job.

    Post edited by JonnyRay on
  • MalusMalus Posts: 370
    Chohole said:

    Have you clicked on the  Publishing  button which appears at the bottm of each and every page on the site?

     

    Yeah, I read the stuff but it really did not explain what I wanted to know. It just said you get special tools, and all you got to do is send us stuff so we can see if you are worthy of getting into the club. I saw no examples of the extremes you can do, or how it is done. I do know that the hedgehog has to be an example of the extremes you can do. However, I am a person who likes to know more than just the tip of the iceberg before jumping into something. 

    It is like saying walk on this coal to grow stronger. Is the coals hot coals, or not, if so why would that make me stronger etc. 

  • MalusMalus Posts: 370
    JonnyRay said:
    Malus said:

    (A side question does anyone here really make bank off this store, or is it just a bit of income and nothing more?)
     

    Chohole answered the first part; so I will just say that like most things in a marketplace, it depends. Certainly top content artists can make a good income. I've known a couple for whom it was their only source of income. However it depends on the skills and quality of your work. Also it requires constantly making new stuff. We content buyers are notorious about buying things on sale (like when items are first introduced) and then your income from that item will almost drop to zero until it goes on another deep discount. To provide a consistent income, you'll need to provide a consistent stream of new high quality items.

    Observing my own buying habits, I would say we're also starting to demand more from our content producers. I've become a more savy consumer. I want items that have good solid geometry and well defined material zones so that I can use my vast library of over 3000 Iray shader presets to customize the look. I also am increasingly interested in dForce support for clothing as I'm finding "autofit and push modifiers" aren't always enough and I'm frustrated when I can't use a pose I want because the clothing doesn't support it.

    This isn't going to be something that a person (I've toyed around with getting into content creations off and on over the years) can do in their "downtime" nights and weekends and expect that to replace a regular job.

    Thanks I figured it was not going to make much money unless you devoted every waking hour to it but I had to make sure. I personally retexture most things in another program anyways so I am never truly worried with Iray materials and such. I am more concenred with morphs (controlling every minute detail of a character rather than having something look like one you downloaded. It seperates personality from a doll) I may play with the cloth you spoke of I have a few of those lying around I never really poked it though. I have some things like a morphing person and such that I will want to make in the future more than likely and I know for a fact you cannot do what I want to do with what Daz has now, nor is there any products for it. 

  • ChoholeChohole Posts: 33,604
    edited August 2018

    Have you produced any "content" of your own.  If so do you have images that show it in use whcih could demonstrate your capabilities?   have you ever offered freebie items  and if so were they well received?  You can' go from just being a user to being a content producer in 5 minutes you need to work at it.   And those PAs who do make a living at it will have been spending a lot of time producing their content, and getting better with each product as they improve with experience, which is why quite a few vendors test the market, so to speak, by producing freebies.

    Post edited by Chohole on
  • I'm afraid the expectation is that you will, at least initially, figure out how to use the tools (perhaps make some freebies to get feedback on how you are doing) before you try to submit anything to the store.

  • MalusMalus Posts: 370

    I'm afraid the expectation is that you will, at least initially, figure out how to use the tools (perhaps make some freebies to get feedback on how you are doing) before you try to submit anything to the store.

    To be honest I just need the tools if I make something useful for others I would post it. It just would be nice to see all that which the tools do video or otherwise. 

    For those who wish to see if I have improved over the years. Depends on what you need to see. This should count for something. I have many more renders just floating around in the ether. 

    red riding test fa finale.png
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  • MalusMalus Posts: 370
    edited September 2018

    If you wish to look at props then here is a house I am working on in a story. Nothing is finished but here is a general idea. All built by hand. Medieval with a dash of creative freedom (this is a fantasy world it is not Earth so why not. I took the materials available from back then and made it with my own twist). The funny thing is I build things with logic all of these would function in the real world even the lantern with how the gear turns. I admit the inside of the fruit bugs me but going overboard with poly's would also be a bit tedious. I could do it if need be. 

    (Some things are early stages here like the mattress I had to beat it up some sense it is made of straw mostly but this is an example.)

    front open shadws.JPG
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    Post edited by Malus on
  • MalusMalus Posts: 370
    edited September 2018

    Again no master, and no one is, also again I have improved greatly over the years. I am far from being a pro, but I am leagues ahead of where you guys saw me in the past. I am aware I am on a different account but you guys who have dealt with me before know who I am lol. I do hope my improvement is a bit interesting at least to those who know how bad I was before lol. 

    (Do keep in mind the prop images are all test renders mostly meant for my eyes so LQ is indeed what they are. I can do a 4k render if I absolutely must.)

    Post edited by Malus on
  • MalusMalus Posts: 370

    How about this. Does it come with tutorials for the new tools?

  • The only tool you lack in the free DS is the HD morph importer, though obviously you need a modeller and image editor to create the raw materials.

  • MalusMalus Posts: 370
    edited September 2018

    I am a 3D artist, without Daz to start with. I am unsure if people think others who write here are just Daz users only or not. I, however, get that feeling. To be just a Daz user would not be a good idea. Then again I do see it all the time those who use nothing but Daz and poorly might I add and then claim they are supreme. They even ask for feedback but when you give it to them they bury their head in the sand like that myth about Ostriches. I could make Humanoid models of my own accord if I so desired. The thing is I am not a purist. I see tools and I use tools. Purist have a major flaw in their belief system they are hypocrites and they cannot see it. 

    Terrain tools for those who create terrain. 3D modeling suite for prop creators and such. Substance painter for those who wish to have the cutting edge of texture editing. Speed tree for trees and plants. Yet Daz, make human, poser etc are frowned on by purist. I do get it to an extent why they frown on it. I have seen some serious pompous attitudes from people who just double-click a preset character and claimed it as superior than all else. I understand why that is looked down on, especially when that is their only skill. However purist never look beyond the surface if you have enough morphs and dials you can create the same thing you could sculpting but much quicker. The second thing with purist is what they spew is complete bollocks if they truly were purist they would have never upgraded their software and only seek the first version of any 3D app. Purist use the latest greatest tools as anyone else would yet they sit on their throne of lies and look down on those who use the tools provided to make 3D life easier. Sorry for my rant but they really irk me. 

    Anyways I have the other half down. As seen by the above images I provided. Venom sculpted from sphere props mostly made from cubes. Albeit the barrels were a cylinder then I realized they were not good enough so I took it and shaped it how it should be, made wooden panels from it. Then it did not quite look right I deleted all except for 1 and did a radial clone.

    I am not a newb anymore. I do go overboard with my thinking though and try to make everything that I work on at least somewhat functional in a logical way. I do need to stop. I, however, refuse at least for personal projects. 

    With this whole HD morph thing, how does that allow one to make a hedgehog from a Genesis model? Can you answer that one? I am curious if you can just give me the gist. 

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    Post edited by Malus on
  • HD moprhs are morphs that apply to the virtual vertices of the SubD surface, while SD morphs work only on the vertices of the base cage. Most applications have similar options.

  • MalusMalus Posts: 370
    edited September 2018

    I gotcha. Is there a video showing this performed? Seems like a really nice trick to have hidden away. I think you could get more people involved if you gave a preview of the capabilities awaiting people. Though I do get it the massive influx you could receive would be a bit annoying and hard to deal with. 

    Plus you and I both know the influx would be dealing with well at best low-grade people who think they are at the pinnacle when they have done nothing but turn a few dials. A catch 22 I guess you could say. 

    Post edited by Malus on
  • I'm not aware of any videos on HD morphs, at least not available to the public - there may be some for PAs. However, you can get a feel by doing your high-resolution sculpt in whatever application you use and exporting the base resolution morph plus displacement maps or normal maps (or a mixture of both) for the additional detail - that should be enough to show to daz to see if they want to take you on as a PA, at which point you could convert the work to HD. Do be careful though - HD morphs usually use only three or four levels of SubD, any more is taxing the system (remembering that each level quadruples the polygon count - this also applies to displacement in Iray).

  • MalusMalus Posts: 370

    So basically anything I can sculpt, and bake out could be used on a Genesis model as a morph is that the gist? All I got to say is if I do apply for this and it somehow does not go through then something is wrong. I have seen some terrible stuff in the store. How much rerigging would I have to do for this? 

  • Be aware that something fro Genesis would probably be a fairly hard sell these days, regradless of quality, if you meant that literally.

    As for rerigging, if you move the body parts away from their default positions you will need to move the jont-centres to compensate (there is a command to automate this, though it obviously needs checking - Edit>Figure>Rigging>Adjust Rigging to Shape from memory). Then you have to link the changes to the morph controller - right-click in the Parametrs pane and put it in Edit mode, if it isn't, then right-click on your morph slider>ERC Freeze, making sure that the SubComponents lists only the changes to joint centres (and any other proerpties you need linked to the morph). Weight maps cannot be changed in response to morphs, sadly.

  • MalusMalus Posts: 370

    Knowing my favorites and the ones that exist Genesis 3 and 8 are the best routes. I can deal with weight maps being the same most of what I do will not be something on par with full transformation. However unique bodily transformations say an arm turning into a Scyther blade type arm etc. I guess with this knowledge I might as well poke the button to get the new tools. I will do it later when I am fully awake. 

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