Male Clothing Content Dead?

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  • If the problem were unisex items are getting labeled as female, then the issue would be that every time someone starts comparing numbers in the store that the female content numbers are overinflated and the issue isn't as bad as it seems. I don't think that's ultimately the case, there is still clearly more female clothing, figure, and hair content released than male.

  • ioonrxoonioonrxoon Posts: 894

    When exactly did compatibility presets become gender tags?

  • SickleYieldSickleYield Posts: 7,644

    Mada said:

    Doing it that way is also an opportunity to learn how to rig, build up the skill and software and then eventually sell your creations. :) It is how I started out.

     

    I will always admire your poise and classiness. :)

    Also, agreement fully with what you said earlier. I don't even live in a big city, I live almost an hour north and my mortgage is $2k a month on a 3 br 2 bath house in a suburb with a fair bit of property crime (basically no violent crime mind you). I have gigabite internet now. It'd be pretty hard to do my job on the kind of internet access I could get if I moved to rural Wyoming or where my grandma lives in north Louisiana (where the cost of living is quite cheap).

  • MalandarMalandar Posts: 776

    GhostofMacbeth said:

    Malandar said:

    GhostofMacbeth said:

    Malandar said:

    GhostofMacbeth said:

    I tried to do some of that in my new set ... Not just for orcs 

     I was about to buy that, I may still, but that would require me learning how to texture things myself. The outfit looks good, and the price is good, but one thing just makes me not able to use it. I make Chain mail myself and the way that is textured the links are falling the wrong way the links are all close together and gravity is not pulling them open, and it would not be as flexible or protective as if they fell the proper way. I just can't use something I know is wrong. it's like a Ford Mustang with Chevy and Impala emblems on it. (This is not just you, so please don't think I am singling you out to rag on you about this, I have mentioned this before several times and I always get the answer they don't really care and this line... "well learn how to texture and do it yourself" If Chainmail was made to fall properly I would have bought a lot more outfits that use chainmail in them both male and female.

    Would this be the right way to have it? I can't do the gravity control but I can make it so they lay the right way if that was an issue.

     Yes, that is the way the mail should hang on the body,  That looks pretty good, often, the sleeves will hang open the other direction. You can see what I mean by looking at Aragorn and Eomer in the pictures above. I understand that might be a pain to get done because it would probably require remapping the shirt and then the rings would likely be hard to blend together properly, but as it is in your picture there it looks pretty good. The only thing would be movement because as the wearer spreads their legs the links along the bottom would open up (Something that I know would be a pain in the rump as you would likely have to make an entirely different texture map just for that sort of posing) allowing the wearer more freedom of movement, the reason the links are worn in this direction is because weapon points tend to follow a path of least resistance  not to mention the links are closer together making it harder to find an opening, and with the links like this the links will rotate allowing the point to slide down the shirt instead of catching allowing the weapon wielder a leverage point to try to thrust through the armor... my explanation is probably kinda simple, but it is basically correct. If the links are as you originally textured it, the links would fall open leaving gaps in the links where weapon points could find a spot to go through way more easily.

    Here is a site for reference, they are showing how to make a mail short so they don't have a completed one, but they do have a slab of mail on a table where you can see the pattern across the body shoulders, and arms.

    https://www.instructables.com/How-to-make-a-chainmail-shirt/

    This thing here in this picture here... NOT how it should be, see all the wide-open holes where small weapons could penetrate? This is how the links would look if gravity could affect the mail with the links hanging the wrong way. (This is done by people who don't know better and who want to be done WAY sooner.) It's just wrong.

    Thanks for actually taking the time to see how it would look with the texture the other way, no one else ever took the time to do even that. Even if nothing comes of it.

    EDIT: I made another post, but then figured I should just add it on here

    Considering a certain someone is talking crap about my post somewhere else, I will clarify, I am not asking for rotating links or modeled links or demanding anything. What I mentioned about rotating links was just me describing the function of the armor and why the links should be vertical and not horizontal... (Just in case anyone else mistakes what I wrote Sorry for any confusion.)

    Quote

    I am willing to admit I am no expert. I wanted to be sure it worked and that it wasn't just a solid shirt with some chainlink texture on it but that you could actually see through it and that it wasn't just on a skin but that it had a tunic under it, etc. I can probably package up the turned chainmail texture pretty easily and add it to the set. Or make it a freebie for the set.

    Well, it took me a bit longer to find my mail shirt than I thought it would, but I finally found it. I was going to take a few pictures of me wearing it, but I think I have expanded a bit since I made it and I don't want to get stuck in 40 pounds of steel links, so here are a few pictures of it on the floor, I arranged it basically how it would be if worn The first picture is about how much you can see through a mail shirt with big 12 gauge wire rings (Which is why the shirt is so danged heavy). The second picture shows the channels the links make that can direct weapon points away from the wearer instead of allowing the weapon points to catch easily like they can in the last picture which is the mail all opened up as if it were hanging the wrong way, you can see through the links way more and the way the links are situated weapon points are much more likely to catch on links. The missing link in the last picture is from where I did an arrow test and it went clean through the shirt. lol, the arrow bent that ring all to hell and back.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,528

    very nice work yes

  • HeraHera Posts: 1,958

    There's been next to nothing for the dudes this year. A texture as far as I  can tell. And when it comes to characters, a lizzard. 
     

  • I'm reminded of Monty Python's life of brian "what have the Romans ever done for us"

  • But the real answer to that question was 'Nothing. They did it all for themselves.' (quote from Prof Mary Beard).

     

  • Noah LGPNoah LGP Posts: 2,617
    edited January 2022

    I can't imagine a vendor from a clothing store telling me to create my own outfits by myself and sell them.

    It's not that hard to sew pieces of fabric

    Post edited by Noah LGP on
  • MadaMada Posts: 2,016
    edited January 2022

    If that's in response to my advise it was not meant to be rude or anything - it is literally in answer to what you said and how and why I started out. I could not find what I wanted in the store so started texturing, then moved on to making my own models and then rigging. My apologies if you took it as being rude 
     

     

    Noah LGP said:

    So there is no option. Create by yourself or convert existing content from Second Life or OBJ from 3D shops.

    Conversion is an easier task than start from scratch, Transfer Utility and dForce simulation are good tools.

    Post edited by Mada on
  • kyoto kidkyoto kid Posts: 41,212
    edited January 2022

    Noah LGP said:

    I can't imagine a vendor from a clothing store telling me to create my own outfits by myself and sell them.

    It's not that hard to sew pieces of fabric

    ...that's the reason I was drawn to Mavelous Designer as I worked in costuming and from that standpoint I found it much more intuitive than standard modelling software.  Alas, when I finally had the funds for a new personal licence, they went to subscription only and limited support to W10. 

    Post edited by kyoto kid on
  • Noah LGPNoah LGP Posts: 2,617
    edited January 2022

    Mada said:

    If that's in response to my advise it was not meant to be rude or anything - it is literally in answer to what you said and how and why I started out. I could not find what I wanted in the store so started texturing, then moved on to making my own models and then rigging. My apologies if you took it as being rude 
     

    Don't worry it's not about what you said.

    It's a comment often written in the "Product Suggestions" forum.

    Post edited by Noah LGP on
  • SickleYieldSickleYield Posts: 7,644

    Noah LGP said:

    Mada said:

    If that's in response to my advise it was not meant to be rude or anything - it is literally in answer to what you said and how and why I started out. I could not find what I wanted in the store so started texturing, then moved on to making my own models and then rigging. My apologies if you took it as being rude 
     

    Don't worry it's not about what you said.

    It's a comment often written in the "Product Suggestions" forums.

     

    But it's the exact answer you'd get if you asked an IRL clothing vendor who normally sells sweats and hoodies to make you an accurate Louis XIV cosplay. Which is a lot of what people are doing in this thread, asking for much more complicated things that take longer to make for fewer potential sales in the crucial intro period. Time overhead matters. I don't know why people are so reluctant to acknowledge that.

  • GordigGordig Posts: 10,174

    SickleYield said:

    Noah LGP said:

    Mada said:

    If that's in response to my advise it was not meant to be rude or anything - it is literally in answer to what you said and how and why I started out. I could not find what I wanted in the store so started texturing, then moved on to making my own models and then rigging. My apologies if you took it as being rude 
     

    Don't worry it's not about what you said.

    It's a comment often written in the "Product Suggestions" forums.

     

    But it's the exact answer you'd get if you asked an IRL clothing vendor who normally sells sweats and hoodies to make you an accurate Louis XIV cosplay. Which is a lot of what people are doing in this thread, asking for much more complicated things that take longer to make for fewer potential sales in the crucial intro period. Time overhead matters. I don't know why people are so reluctant to acknowledge that.

    You forgot the critical step where the person requesting the item insists that it would sell like hotcakes.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,528

    I think it all comes down to the artist versus vendor question and the former more often than not does not want to sell their creations as 3D models and I really don't blame them.

    They want to sell their art, display their portfolio to get a foot in with a big game company etc.

    I see awesome stuff on Artstation and CGsociety but the concept of selling your mesh to hobbyists to render and sell their stuff is something most there would not even imagine doing.

     

  • MadaMada Posts: 2,016

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

  • cherpenbeckcherpenbeck Posts: 1,413
    edited January 2022

    Mr. Bennet looks like a useful everyday character. And an outfit is included which doesn't look like plastic tubes. At least not the shirt. Okay, the pants aren't plastic either, but they look like stretch fabric, which doesn't really fit with the character. But this one I'm considering buying despite the look of the pants.

    Post edited by cherpenbeck on
  • AscaniaAscania Posts: 1,855

    Gordig said:

    SickleYield said:

    Noah LGP said:

    Mada said:

    If that's in response to my advise it was not meant to be rude or anything - it is literally in answer to what you said and how and why I started out. I could not find what I wanted in the store so started texturing, then moved on to making my own models and then rigging. My apologies if you took it as being rude 
     

    Don't worry it's not about what you said.

    It's a comment often written in the "Product Suggestions" forums.

     

    But it's the exact answer you'd get if you asked an IRL clothing vendor who normally sells sweats and hoodies to make you an accurate Louis XIV cosplay. Which is a lot of what people are doing in this thread, asking for much more complicated things that take longer to make for fewer potential sales in the crucial intro period. Time overhead matters. I don't know why people are so reluctant to acknowledge that.

    You forgot the critical step where the person requesting the item insists that it would sell like hotcakes.

    ... and takes barely any effort at all to make. So if some vendor would just do this highly specific item that's SOOOOOOOOO easy to make everyone will buy it immediately.

  • xyer0xyer0 Posts: 6,033

    Mada said:

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

    Oh, too bad for me. I was hoping you'd do more, because Road Rash is the bomb! Polygonal Miniatures said more of these conversions were coming after Casual Outfits was released (which was great, though it could've used your rigid mode expertise), but Road Rash is the only one I've seen.

  • TimbalesTimbales Posts: 2,364
    edited January 2022

    SickleYield said:

    But it's the exact answer you'd get if you asked an IRL clothing vendor who normally sells sweats and hoodies to make you an accurate Louis XIV cosplay. 

    That's an apt comparison. 

    People like to talk about real world clothing when compared the DAZ Store. In the real world, I'd go to a higher end department store or suit shop and drop $500 or more on a tailored suit, shirt and tie. Or I could go to a fast-fashion store like H&M and spend $20 a cheap t-shirt and gym shorts. But where I think your comparison doesn't work, is that sometimes there is an elaborate, well made cosplay outfit in the store for sale. So there's a lack of consistency for what the customer should expect when they visit the site.  

    DAZ is much more like a fast-fashion store than a department store. It's always something new, always something on sale, high "turn over" with customers expecting a cheap product they can buy on impulse, not really mindful of how much 'wear' they will get out of it because there'll be something new tomorrow. It's a market and customer attitude I have watched Daz has create in the many years I've been here and see proof of their policies regarding gendering of content.  

    Which is a lot of what people are doing in this thread, asking for much more complicated things that take longer to make for fewer potential sales in the crucial intro period. Time overhead matters. I don't know why people are so reluctant to acknowledge that.

    Many people in this thread, including me, have acknowledged the work that goes into the kind of products we wished we could buy here, and said they'd be willing to pay more for them. Just like we would in the real world. I share your frustration in feeling ignored and unacknowledged. 

     

    Post edited by Timbales on
  • ioonrxoonioonrxoon Posts: 894
    edited January 2022

    Mada said:

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

     

    Is this the reason why older outfits aren't converted to newer generations? Unlike props and environments, I rarely see outfits updated.

    Post edited by ioonrxoon on
  • ioonrxoon said:

    Mada said:

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

     

    Is this the reason why older outfits aren't converted to newer generations? Unlike props and environments, I rarely see outfits updated.

    Probably, I know PAs I have talked to about this or who have commented (e.g. Luthbel on converting some of his sets) have said it's almost all the work and almost none of the fun compared to making a new set.

  • maikdeckermaikdecker Posts: 2,752

    Richard Haseltine said:

    ioonrxoon said:

    Mada said:

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

     

    Is this the reason why older outfits aren't converted to newer generations? Unlike props and environments, I rarely see outfits updated.

    Probably, I know PAs I have talked to about this or who have commented (e.g. Luthbel on converting some of his sets) have said it's almost all the work and almost none of the fun compared to making a new set.

    That's probably the main difference between someone doing 3D models for sale and a factory worker... which probably is the reason for factory getting a steady income... it's what we in germany call "Schmerzensgeld" (and google translates it to "personal injury compensation" or "damages")

    wink

  • MadaMada Posts: 2,016

    There's several reasons I prefer not to convert... one is I hopefully improved from the time I made older generation outfits, and looking back at the mesh I see too many things I want to fix because I can do it better now and that can take you into a complete remake if you're not careful. Second - customers who bought the first one expect a discount on the 2nd version, which is fair - but makes the 2nd one less profitable. Third - a lot of users will just use autofit instead because they don't want to spend the money and autofit gets them close enough to what they want so the market is smaller again.

     

    xyer0 said:

    Mada said:

    It's more a case that anything can look absolutely amazing with trillions of polygons in a static pose with no rigging. They're not selling it because the amount of work to make the outfit lower resolution and rigged is astronomical. I'm saying this as someone who have converted some of those outfits on commission for Daz... it's a lot of work and you might as well do an outfit from scratch instead.

    Oh, too bad for me. I was hoping you'd do more, because Road Rash is the bomb! Polygonal Miniatures said more of these conversions were coming after Casual Outfits was released (which was great, though it could've used your rigid mode expertise), but Road Rash is the only one I've seen.

    @xyero That's actually a good example of some of the issues you run into, especially with photogrammetry models.

    First you have the time spent on taking the photos and extracting a mesh from the point cloud. That will give you a mesh that's basically one solid surface made up of triangles... no matzones or loop flow for bending/animation.

    For something like the pants and boots you can get away with using the auto mesh because the bends are not extreme. The jacket though was a major problem. Because of the long thin triangles and deep folds around the arms, it was not possible to smooth the weightmap, it puckered and made sharp points. That meant I had to retopo the jacket by hand, making sure that I follow the outflines exactly so that I can transfer the textures by baking them from a high res mesh to a low res mesh.

    Buttons and zips were part of the image so I ended up rebuilding those to look more believable. Some details like the laces on the side of the jacket was all one clump and I couldn't make it work so ended up rebuilding it completely, which meant doing textures to match the jacket. Combine the original price for the photogrammetry outfit + the time spent redoing the mesh as well as rigging and its quite a bit more expensive than just starting an outfit from scratch. Some outfits will work better than others and might not need a redo, but the more complicated outfits will very likely need major reworking. So its definitely a case of doing research before picking an outfit.

    The other disadvantage of a photogrammetry model is its very hard to make more than one texture for it because its so dependent on the image for details. You don't have zones for buttons or belts etc - its all one mesh.

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  • FauvistFauvist Posts: 2,152
    edited January 2022

    AllenArt said:

    My biggest gripe with mens clothing (which everyone seems to love with womens clothing) is that most of it is skin tight. Skin tight pants, especially on a muscular guy, just looks friggen ludicrous. There's not a tailored anything for men in all of DazLand, tho mal, Protozoon, Luthbel and some IH Kang and Mada come close. The Thickener plugin for dforce stuff has made huge leaps forward in the way some dforce cloth looks, but it can't make a badly tailored item look good. 

    Your muscular male with the skin tight pants - my solution is to make an exact duplicate copy of the muscular character (I think it's called Duplicate Node or something) then, on the duplicate, dial away all the muscle definition, then using the Parameter dials make the duplicate's general proportions the same as your muscular character - like instead of increasing the muscles in the neck, just use a dial like "neck size" or "neck thickness".  To get the exact same body proportions as your muscular character - place both characters in exactly the same spot - like X Y Z coordinates and all rotation at zero.  Then dial your demuscularized figure until it's silhouette matches the muscular figure - like thicken arms etc.  Then stand the 2 figures next to each other and you will have your original muscular character and a character with the same proportions for each part of their body - but WITHOUT any muscles being defined.  Then put the clothing on the smooth character.  The clothing will be less likely to appear skin tight and won't be distorted by the muscle definition.  It will look like your muscular character is wearing a normal shirt and pants.  Because the proportions are the same for every part of the body.  If you need your character to wear a short sleeve shirt, just dial the muscle definition back into the arms.

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  • FauvistFauvist Posts: 2,152

    Males dress to conform, females dress to be unique.  I go into my local bank and every male employee is wearing a dark suit with a tie - and every female employee is wearing something unique - a red dress, a blue pants-suit, a skirt and blouse of different colours, a poncho like sweater, a mini skirt (YES A MINI SKIRT and high heels.)

    You go into a restaurant and there's a table of 4 men ALL wearing a baseball or trucker cap, a T-shirt, blue jeans, and athletic shoes - a table of four women - NO WAY will they all be wearing the same thing.

  • TimbalesTimbales Posts: 2,364
    Excellent quality scifi set released by Luthbel today. Not only is the armor impressively detailed, it has an undersuit top and pants that can be used without the armor.
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  • algovincianalgovincian Posts: 2,636

    Timbales said:

    Excellent quality scifi set released by Luthbel today. Not only is the armor impressively detailed, it has an undersuit top and pants that can be used without the armor.

    Thanks for pointing this out, @Timbales. The undersuit does look useful in and of itself.

    - Greg

  • TimbalesTimbales Posts: 2,364

    Timbales said:

    Excellent quality scifi set released by Luthbel today. Not only is the armor impressively detailed, it has an undersuit top and pants that can be used without the armor.

    Thanks for pointing this out, @Timbales. The undersuit does look useful in and of itself.

    - Greg

    I'm currently doing some shots of the mat zones. The shirt and pants are separates.
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