What is a typical pipeline from X to Daz3D Shop?
I know that if one is a new 3D artist they have their work cut out for them. Still, I'd like to know what all software is typically used to create 3D models or assets for the Daz3D shop. My vague guess would be that Autodesk and Allegorithmic programs are used to make the best quality items; Hexagon and Carrera for example don't seem would be involved in the best quality items, as they look like they haven't been updated in years. (Even Daz3D itself seems to be showing age.) But that's where my vague guess ends. One combination of programs might be used for characters and another combination of programs might be used for props. And then I have no idea and can form no picture of (1) how that would be packaged up and (2) how I would create a seller account and upload the packaged items to sell.
Comments
The PAs use a variety of software from Blender to Silo to Modo to Maya to ZBrush. It doesn't matter what you use in most cases. The program will only produce quality work dependent on the artist's abilities.
You can start here on the process of trying to become a PA. http://docs.daz3d.com/doku.php/public/publishing/start
Cris, this is off-topic, but what's the deal with that Chinese character you're using? I'm no expert, but to me it doesn't look like an actual character. Is it "woman" with a couple of extra strokes to make it look like a C superimposed over a P?
As a side note, you really don't need Maya, Max, Modo, etc. to create great content. DzFire does most (actually I'm pretty sure all) of his modeling in Hexagon (Hex). Hex is now being updated by DAZ again, and is now 64 bit which seems to have resolved some of it's stability issues. I would say for the most part, it comes down to finding a decent modeler that works the way you think. It's true that something like Modo with have more tools, or a more refined tool-set than Hex, but great things can be done with less expensive tools.
Like Chris noted, "The program will only produce quality work dependent on the artist's abilities". For someone starting out, IMHO it would be best to start with a free or inexpensive program that has a decent tool set, that you feel comfortable in. If you decide you enjoy creating content, and have had good success, then you may want to consider moving to something else if you feel it would benefit your work significantly. Knowing your tools, and how to use them is really the most important aspect. One of my favorite sayings is "It's not the size of the dog in the fight, but the size of the fight in the dog that counts". For example, I recently did a commercial project creating an animation for a museum exhibit (hmmm... well it was a couple of years ago now) using Carrara. So even though Carrara has be left to die on the vine by DAZ, it is still capable of doing great things.
You might want to give Blender 2.8 a serious look. As a long time Carrara user (since version 2), I'm in the process of learning Blender now. I've been really impressed with what it can do so far, it's very stable, and can do just about everything. There are a number of great add on products (both free and commercial) that can extend Blender to provide things like PBR painting, additional sculpting tools, modeling enhancements, etc. There are also a vast number of free and commercial training videos and books available for Blender as well.
I've heard a lot of good things about Silo too, so it would definitely be worth trying. 3D Coat is another possible lower cost option for sculpting and PBR painting (it can do hard surface modeling as well)..
That's great help guys, thanks. So all the big names, among smaller but still good names, are in principle compatible with the process of creating content for Daz 3D and therefore the Daz 3D shop. That's really what I was getting at.
Acknowledging that artist ability is a factor in content quality was an oversight on my part. I wanted to be too quick to make the point that when I look at content that I can actually discern comes from Carrera, for example, it looks somewhat dated, even as it seems the artist was diligent and meticulous. Hence the implicit assumption was that the same artist would have produced the same thing but which looked better given "the right choice of software". . . . But perhaps your animation was so good DustRider this is not always true.