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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
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Yeah there are a number of such threads on the UE4 forums you will find FrankieV in there explaining Daz usage in UE4
The really cool thin with what he is doing is the way he is using hte models in game. The way he has them in pieces in order to form the complet character is interesting and allows him to alter characters (clothing hair ect) on the fly
If the addons will eventually allow me to be able to buy one of the 3D print figures and be able to gift it to someone for Christmas or whatever than I'll buy them :)
Most assets in the store do not fit game engines. Still they sell an interactive license. This makes no sense to me. In my opinion if a cutomer get an interactive license and then finds out that the asset doesn't fit for game engines, that is legitimated for a refund.
Assets selling an interactive license should at the very least have textures optimized for games. I've seen horrible things in the DAZ store with a huge wasting of vram memory because of poor optimization of textures. Also they should provide efficient normal maps. HD morphs and displacement maps are not usable in games.
Another option would be to fix and improve the texture atlas and the decimator plugins so that they can efficiently convert assets for games. Actually they are almost useless for most assets available in the store.
EDIT: this is from the DAZ info page https://www.daz3d.com/interactive-license-info "Unless otherwise specified, no discounts or offers will apply to Interactive Licenses, and these licenses are not eligible for returns or refunds." .. really .. I don't know if this is even legal .. at least here in Italy a refund is always granted by law for online purchases .. ..
Concerning RawArt one has to consider daz is usually the place devs go if they want realistic human characters as it's where they stand out the most in comparsion to competing stores. Maybe this will change with time when we see more non humans in the store and more developers who see daz as an alternative content source. It's also a bit difficult to put more than a male+female version of his products in the same game without having a very specific setup for the game lore. That aside I really like what he does and had him on my PA licenses to buy list.
I've had them closing tickets on me too in the past where they didn't understand what I was trying to get at. I just reopened the ticket and explained why the answer wasn't sufficient; if neccessary there's always the option to ask them to forward this to a higher-up. It's important to keep following through. There's also always the option to snail mail their CEO at the office.
Honestly, if you are really bent on keeping that license type, just be prepared for a few weeks or months of struggle. Like I said, for those who have been around a while, if you recall the entire Encrypted Content issue, you know that DAZ acted back then just like they did now. And I sincerly hope that just like back then, they will get enough feedback from people to reconsider and add something that will help all parties involved.
EDIT for spelling
This might be are only option.
Could not agree more, I "had" "was" a couple of PA's on my to buy list as well, that's the sad part. :(
I have many old archive freebies, I spent many days to download them before DAZ take out from their servers!
(I'm glad I had what we can call: "A collection hobbie" in past !)
Anyway, for answer to: "its not unfair just business."
I will say this: Business is unfair due to the nature of commercial purpose.
It's clear, business need to be unfair (obviously), but sometime, customers deserves more than business choice and impact :(
That joke... Encrypted content was just a joke..
I remember encrypted products was (even if some of them remain in the DAZ store), just... boycotted :o
I'm in agreement with this and I'm not in the games development industry but for me the timing of this change is the issue as we still seem to be in the middle of the PC+ sales which did include the DAZ Indie Gaming License which I was looking to purchase as traditionally one of the best times to do so pricing wise. There must be a lot of students or recent graduates that purely based on bulk of content could benefit from a legit relatively inexpensive way to use these resources whether ultimately they produce a game that sells or not.
The Morph3D system is only available in the Unity Store but the licence of anything purchased in the Unity Asset Store allows users to use those assets in any game engine, so if one needed only the models or is able to port the system to another engine, Morph3D could be used in another game engine.
I just saw on Morph3D website that they have a new software called 'morph studio' coming 'soon' aimed at games and VR.
Since it seems that Morph3D is a Daz Company and that I don't see how anyone serious about making a game could do so with assets from the Daz store with the new licensing system, I now wonder if this move with the interactive license is not a way to drive game makers away from Daz and have them use systems made for games, namely Morph3D and that new stuff when it'll come out.
I guess time will tell.
Morph3D is defentily useless, with the new license system as well, becasuse daz in general is strickly limited if you want to invest and make anything truly unique with the new system they have in place. It even rendered the PA's content useless in many indies's eyes that were considering picking anything up from them, Im talking about the people who dont own the indie license.. Like someone mention before, Daz took 1 step foward and 2 steps back. Personally I think they did a cartwheel backwards.
Im actally more interested if anyone will be able to get a response from daz, that isnt robotic in nature.
Love the new pc item listed at 3$ but you gonna pay 50$ for 3d rendering....
*sigh*
$3 because you are a PC member. a lot more than that for those that aren't.
Youre not the only one with questions about how the indie license works. I believe a few people on here asked Daz whats up with it; is there an upgrade or is the new system, daz indie and daz pro all one in the same now?
Was hoping someone got a real answer back from Daz on this because it seems they are giving out robotic responses that offer no clear answer.
woow this is a very let down for me if I understand this correctly.
First I always wanted to buy the commercial licence, and I was waiting to my correct (wallet) moment. So i didn`t.
So basically if I want to buy a simple wearable, I need to play the $50 interactive licence right?
What happen with the base genesis models? I need the licence too?
So for a character I need the interactive licence for the model, the morphs, for the cloths, hairs etc?
(yes I am a hobbiest game developer with indie dreams)
I believe that section deals with taking an item we buy on daz and using as a base to create a new item. Like taking the base Victoria 8 and creating a new chracter named Tina. In order for me to sell Tina I must require the buyer to own Victoria 8.
What about animation products and the new interactive Licence system?
I did invest in a lot of content from the Daz Store for an animation project > What will be the impact?
I am afraid that a lot of my content will get useless after this decision.
Good point. Maybe they have it as a set boundries on what the old dev license applies too/ overwrites in the new license system.
I think perhaps they mean animations in games for NPC etc
for that I would suggest the iClone pipeline bundle
No, it appleis to content sold (or given away free) elsewhere.
Greetings,
Look...as a hobbyist game dev, don't stress over licensing. It's so laughably unimportant, I can't even...
Most folks won't finish building a game. They. Just. Won't. It sucks to say it out loud, and EVERY person thinks they're the exception to the rule, but it's true.
For your first game, instead of anguish over the license changes, just build a small, self-contained game. Give yourself ~3 months before it MUST be complete. 'I've been working on my first game for years!' is not an excuse. That's procrastinating, not developing a first game. If you need to buy more than a few pieces of content, you're trying to do too much in your early games. Don't even buy the Unity license, if you're using Unity. Use the free version until you've FINISHED a game; you truly don't need the extra features. (Once your first game is done, and ready to ship, then you can upgrade to get rid of the splash screen.)
Games that are fun, are still fun without the content. I did software development for a game company where this lesson was SEARED into their DNA, after a few spectacular, expensive, beautiful, brilliantly visualized games with innovative technology but relatively dull gameplay nearly destroyed the company. By the time I came onboard, they had a person whose sole job was to create one to two week prototypes of all new core gameplay ideas using a very simple set of tools and geometric shapes. If you couldn't show that the core gameplay was fun without ANY additional content, it didn't get past being a one-pager proposal.
Seriously, don't stress or spend money on a massive library of 3D content until you've NAILED gameplay, AND you've nailed the ability to FINISH. Getting that first (second, and third!) game to 'done' is SO much harder than dealing with licensing...
One of my favorite posts on the Unity forums puts this SO much better than I can. It's worth reading and re-reading on a regular basis.
-- Morgan
Most indies as of today don't have the capital to hire artist, you do have indies the constants of 3, 2, and/or even 1 person that are able to make decent and fun games daz, might not be AAA populaity, but that's nothing to aspect, but indeed possible. Else the commecial license would have never existed. That's were daz3d "played" a big part, and allow that indie developer or small studio that was tight on money to start of small by giving that indie developer a vairety of models, and tools to alter and mix and make something unique, something you cant and will never get on the asset store and most of other sites. That's what made daz pupolar amonst indies, else you wouldn't have all these cool tools and plugins specifially made for daz on the asset store, allow us to have facial animations, speech plugins, great sites like maximo, and the list goes on. As a game developers and other developers on this forum expressing our complaints and concerns, we wouldnt be here if daz wasn't a useful place to help us start of small. beieleve or not daz was a great tool to help indies start off small, which made daz popular, because I say again, most indies dont have the captitle to hire artist and I forgot to mention most indies don't know "that guy" who happens to no how to do 3d models. You have people who have stated a couple of times here saying that put months, years, into there project and was plainning on purchasing the daz license soon as they were able to do so, and now a brickwall was put up. That's time alot of us can never get back.. All I'm saying man, is it's easier said then done, which is something common these days, because as a indie myself I'll never tell another developer what they need to focus more on and what their workflow should constints of, because at the end of the day, peoples talents, ideas, and and nohow are different, they know what tools they need to work with to get something done.