Contact information for product technical question

jpb06tjpb06t Posts: 272
edited December 2014 in The Commons

I am developing a series of products for DAZ Studio that I would like to submit as PA. I have a question about image texture sizes (the choice impacts my pipeline since some tools I use max out at 2048x2048, others at 3000x3000 and others are potentially size unbound); who do I contact? I presume that "pa@daz3d.com" is probably still inappropriate at this stage.

Thank you in advance for your help.

Post edited by jpb06t on

Comments

  • ChoholeChohole Posts: 33,604
    edited December 1969

    There is a handy link at the bottom of the page which says "Publishing" click on that and find all sorts of information

  • jpb06tjpb06t Posts: 272
    edited December 1969

    chohole said:
    There is a handy link at the bottom of the page which says "Publishing" click on that and find all sorts of information

    ...which point to pa@etc which in turn is stated as the product submission contact; I have not yet the product, I am about to create it.

    At this stage I would like to get the information required to select the actual pipeline to use to create the textures (preventing the risk having to go back and redo stuff with different tools just because the max texture size is insufficient).

    Do you think that pa@ is appropriate also for this product development questions?

  • SzarkSzark Posts: 10,634
    edited December 1969

    If it is just about texture size then IMO it is all about the size of the object and how many material zones it has. The more you break it down into more zones the smaller you COULD make the textures smaller. I say could as again it depends on the area that the maps cover. Personally I look for 4000X4000 plus, any lower and I am not that interested in buying. If you intend for the user to do close ups then bigger the better.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Speaking as a PA and a customer, I'd say those are reasonable sizes for a large object or a person. If you are texturing a small object, they should be more in the 1024x range (especially if tiling). Earrings shouldn't be 4096x; a building shouldn't be 1024x. Look into your Runtime/textures/DAZ3D folder to see the sizes that DAZ's artists use for final packaging.

    I use units of 64x in sizing my textures because I learned to texture for a gaming engine originally, and a lot of programs use textures in those units more efficiently, but I don't know that DAZ Studio is one of them. Since I see people using a lot of round numbers for this I assume not. I've never found documentation on this one.

  • jpb06tjpb06t Posts: 272
    edited December 1969

    Thank you to all of you.

    Since these shaders will be for things that are inevitably "parts" of something bigger I will initially try 2K and see whether DAZ team likes it, otherwise I will go up to whatever is deemed appropriate. This settles my workflow doubts since only a few of my main applications go beyond 3000x3000.

    P.S.: I don't know how 3dlight works, I know that many engines round up to the new power of 2 for sides so, e.g., 2049x2049 requires exactly the same memory as 4096x4096. Personally I am a 512/1024/2048/4096 side texture guy.

    Again, thank to everybody and happy new year :-).

  • FistyFisty Posts: 3,416
    edited December 1969

    1024 to 4096 depending on the size of the item and if the textures tile.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2014

    Szark, agreed about the diced up mats (a single texture for multiple UV zones). 4096 also happens to be the max allot of stuff can work with (like my graphics card on OpenGL mode). just a thought there.

    Can you make Daz Studio use larger mats, yes, and I have. It took bloody ages for the computer to load the thing tho. I have yet to notice a single texture file in my content library larger then 4096x4096, probably for good reasons.

    Post edited by ZarconDeeGrissom on
  • ValandarValandar Posts: 1,417
    edited December 1969

    Normally I base the size of the map on the amount of detail the item will need. For example, a bracer with intricate engravings would need a larger map than a simple plain metal one. All else being equal, I tend to use 4096x maps for things roughly human sized, and go from there. Note that some of my older projects don't follow those guidelines, but the newer ones tend to.

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