I am, of course, available to work on advanced topics. I have used Studio since version 1 and the development of Reality gave me an even deeper understanding of the inner workings of Studio. For example, the conversion of the Studio shaders to the format used by Reality requires a deep understanding of the shader structure of Studio.
The first and second version of Reality used a combination of C++ and DS Script. Scripting is something that I have done for decades now so I would love to write a section of a book about it. If the market will demand it then I don't see why not.
Cheers.
Why not create a more advanced kindle version in combination with videos that show the user both a visual way and what you also write.
parts like dazstudio vs zbrush (morphs, texture), dazstudio vs more content creation (means more created content in zbrush or modo to show, how)
it's great that you show it in the programs people actually need to have.
(there is no reason to learn people use dead software, that get no updates).
bring the content back in studio, weightmap, rig, & render (example, in studio reality or modo,...)
And actually momently it's still not worth doing animation in studio with a broken IK/FK setup.
the problem with the shaky feet & hip manipulation is still not solved!
pinning feature did not solve this.
Why not create a more advanced kindle version in combination with videos that show the user both a visual way and what you also write.
parts like dazstudio vs zbrush (morphs, texture), dazstudio vs more content creation (means more created content in zbrush or modo to show, how)
The Kindle version is the exact copy of the printed book. The way things are is that the book is written once and then converted to the formats available for all devices. The publisher drives this process. The author has no decisional power in that. Packt contacted me last year because they were looking for an author. We talked for a while, shaping the content of the book and what direction it would go and then I started writing it.
I have no decision power in where the publisher goes. If they decide to produce an advanced book about Studio, and they decide to hire me again, then I will gladly do it. By the way, the book became the best seller on Amazon for "3D Graphics." I would like to thank everybody for making that possible. Things like this definitely encourage a publisher, and the author, to work on more titles.
Bear in mind that there is basically no money, for the author, in writing technical books. The market is limited and the monetary reward is very little. Barely enough to recover the investment. This is something that authors do to fill a gap in the industry, to provide information about topics that are considered important for the people. Advanced topics tend to interest a very selective small niche of readers so that's why it's harder to find books that are very specialized.
Agreed with Mage 13x13 and fixme12, especially the highlighted bits.
If I only knew this in 2011, I would not have paid for my 4.5 Pro, I would not have bought a single item in the store, I would not have invested a single minute of my life in learning Daz, I would not have tried to make Daz talk to Zbrush but just focus on Zbrush advanced, I would not have my precious time power-Googling this forum with horrendous search mechanism and manually loading pics on old Daz forum for breadcrumbs of outdated tuts. I would have considered other tools to stage and render my stills.
I would certainly have waited to November 2013 to check out Daz. If only I knew all of the following in late 2011.
I want to go yay for the news of 4.6 manual. But I'm still pissed with my wasted time and energy.
My point is that you cannot produce anything of considerable complexity (and we have to admit that DAZ Studio is now quite complex), and expect the end user to be able to find all the hidden features without at least some indication of where and how to look. There are so many features in DAZ Studio now that most of us would never be able to find them all, and the trend is toward even greater complexity with upcoming builds!
And after 2 years of ds4 launchtime, where all finally here and know how important information "a manual" is needed to work with the software.
A good example of Trial & Error is something it took me about three weeks to find because the information regarding it was not readily available. I'm talking about a very basic function that all well trained artists know is important to make their work look its best; Lighting and Shadowing. I have been doing art since the 1960s, and figured out the importance of this very early on. Yes the sneak preview is about this feature, but why was that information not readily available from the start? At the very least, there should have been information on how to find the knowledge needed; but alas, the creators of the software did not provide even the basics of the use of this feature, nor did they tell us how to find that knowledge.
Now that this manual is to be released in less than a month, it makes me happy to know that future new end users will not have to go though what I did over such an important and basic feature. It is my hope that the more in-depth features, such as the Shader Mixer, the D-Former, and other content creation tools, will be included in subsequent manuals for those of us interested in using those features.
Why not create a more advanced kindle version in combination with videos that show the user both a visual way and what you also write.
parts like dazstudio vs zbrush (morphs, texture), dazstudio vs more content creation (means more created content in zbrush or modo to show, how)
The Kindle version is the exact copy of the printed book. The way things are is that the book is written once and then converted to the formats available for all devices. The publisher drives this process. The author has no decisional power in that. Packt contacted me last year because they were looking for an author. We talked for a while, shaping the content of the book and what direction it would go and then I started writing it.
I have no decision power in where the publisher goes. If they decide to produce an advanced book about Studio, and they decide to hire me again, then I will gladly do it. By the way, the book became the best seller on Amazon for "3D Graphics." I would like to thank everybody for making that possible. Things like this definitely encourage a publisher, and the author, to work on more titles.
Bear in mind that there is basically no money, for the author, in writing technical books. The market is limited and the monetary reward is very little. Barely enough to recover the investment. This is something that authors do to fill a gap in the industry, to provide information about topics that are considered important for the people. Advanced topics tend to interest a very selective small niche of readers so that's why it's harder to find books that are very specialized.
Cheers.
i know the kindle is the same about the printed book, bought the kindle version (just as a support for your work)
and to see the little thing about what about modo inside (it was a very very little bit :) a little to little ;) )
but hey, may be next time...
what i see for a more advanced version are things like
how you model the dress, shirt, pants, shorts, shoe, boots (the basic things of daily clothes)
the modeler in this part (modo was used), how you get it more real with sculpt folds (zbrush), texture the cloth (modo or zbrush),
then where back in the daz studio part (the biggest secret to all of us, as for modo & zbrush you still can find great tutorials)
how you weightmap your created content, how you make the boots work, how you rig the parts, how you load & use your created zbrush morphs. these are parts that still are not combined in a good resource or simply do not exist yet.
there was a tutorial created by littlefox on rendero, the dress design done in modo, and taken it over to dazstudio with older CCT.
also a few cloth design vids created by fugazzi done in silo.
but the daz parts of that tutorial are now completly outdated. They where done for a previous version of studio.
with 4.6 available and soon version 5, we need a good new resource (done with written info & visual showing how)
then it will work for both kind of people those that prefer a written text and those that like to see what was written.
if such kind of more advanced tutorial kindle/book would be available, 'm very sure that would be a best seller.
as that is the kind of info what most people here are searching for.
Comments
Why not create a more advanced kindle version in combination with videos that show the user both a visual way and what you also write.
parts like dazstudio vs zbrush (morphs, texture), dazstudio vs more content creation (means more created content in zbrush or modo to show, how)
it's great that you show it in the programs people actually need to have.
(there is no reason to learn people use dead software, that get no updates).
bring the content back in studio, weightmap, rig, & render (example, in studio reality or modo,...)
And actually momently it's still not worth doing animation in studio with a broken IK/FK setup.
the problem with the shaky feet & hip manipulation is still not solved!
pinning feature did not solve this.
The Kindle version is the exact copy of the printed book. The way things are is that the book is written once and then converted to the formats available for all devices. The publisher drives this process. The author has no decisional power in that. Packt contacted me last year because they were looking for an author. We talked for a while, shaping the content of the book and what direction it would go and then I started writing it.
I have no decision power in where the publisher goes. If they decide to produce an advanced book about Studio, and they decide to hire me again, then I will gladly do it. By the way, the book became the best seller on Amazon for "3D Graphics." I would like to thank everybody for making that possible. Things like this definitely encourage a publisher, and the author, to work on more titles.
Bear in mind that there is basically no money, for the author, in writing technical books. The market is limited and the monetary reward is very little. Barely enough to recover the investment. This is something that authors do to fill a gap in the industry, to provide information about topics that are considered important for the people. Advanced topics tend to interest a very selective small niche of readers so that's why it's harder to find books that are very specialized.
Cheers.
Agreed with Mage 13x13 and fixme12, especially the highlighted bits.
If I only knew this in 2011, I would not have paid for my 4.5 Pro, I would not have bought a single item in the store, I would not have invested a single minute of my life in learning Daz, I would not have tried to make Daz talk to Zbrush but just focus on Zbrush advanced, I would not have my precious time power-Googling this forum with horrendous search mechanism and manually loading pics on old Daz forum for breadcrumbs of outdated tuts. I would have considered other tools to stage and render my stills.
I would certainly have waited to November 2013 to check out Daz. If only I knew all of the following in late 2011.
I want to go yay for the news of 4.6 manual. But I'm still pissed with my wasted time and energy.
A good example of Trial & Error is something it took me about three weeks to find because the information regarding it was not readily available. I'm talking about a very basic function that all well trained artists know is important to make their work look its best; Lighting and Shadowing. I have been doing art since the 1960s, and figured out the importance of this very early on. Yes the sneak preview is about this feature, but why was that information not readily available from the start? At the very least, there should have been information on how to find the knowledge needed; but alas, the creators of the software did not provide even the basics of the use of this feature, nor did they tell us how to find that knowledge.
Now that this manual is to be released in less than a month, it makes me happy to know that future new end users will not have to go though what I did over such an important and basic feature. It is my hope that the more in-depth features, such as the Shader Mixer, the D-Former, and other content creation tools, will be included in subsequent manuals for those of us interested in using those features.
The Kindle version is the exact copy of the printed book. The way things are is that the book is written once and then converted to the formats available for all devices. The publisher drives this process. The author has no decisional power in that. Packt contacted me last year because they were looking for an author. We talked for a while, shaping the content of the book and what direction it would go and then I started writing it.
I have no decision power in where the publisher goes. If they decide to produce an advanced book about Studio, and they decide to hire me again, then I will gladly do it. By the way, the book became the best seller on Amazon for "3D Graphics." I would like to thank everybody for making that possible. Things like this definitely encourage a publisher, and the author, to work on more titles.
Bear in mind that there is basically no money, for the author, in writing technical books. The market is limited and the monetary reward is very little. Barely enough to recover the investment. This is something that authors do to fill a gap in the industry, to provide information about topics that are considered important for the people. Advanced topics tend to interest a very selective small niche of readers so that's why it's harder to find books that are very specialized.
Cheers.
i know the kindle is the same about the printed book, bought the kindle version (just as a support for your work)
and to see the little thing about what about modo inside (it was a very very little bit :) a little to little ;) )
but hey, may be next time...
what i see for a more advanced version are things like
how you model the dress, shirt, pants, shorts, shoe, boots (the basic things of daily clothes)
the modeler in this part (modo was used), how you get it more real with sculpt folds (zbrush), texture the cloth (modo or zbrush),
then where back in the daz studio part (the biggest secret to all of us, as for modo & zbrush you still can find great tutorials)
how you weightmap your created content, how you make the boots work, how you rig the parts, how you load & use your created zbrush morphs. these are parts that still are not combined in a good resource or simply do not exist yet.
there was a tutorial created by littlefox on rendero, the dress design done in modo, and taken it over to dazstudio with older CCT.
also a few cloth design vids created by fugazzi done in silo.
but the daz parts of that tutorial are now completly outdated. They where done for a previous version of studio.
with 4.6 available and soon version 5, we need a good new resource (done with written info & visual showing how)
then it will work for both kind of people those that prefer a written text and those that like to see what was written.
if such kind of more advanced tutorial kindle/book would be available, 'm very sure that would be a best seller.
as that is the kind of info what most people here are searching for.