Are the Daz body morphs merchant mesources?

MelonArts3DMelonArts3D Posts: 56
edited September 2022 in The Commons

Hello,

I'm on my way to learn character creation and I want to sell it when it's finished some day..

Now I'm a bit lost with the Merchant Resource thing. There isn't really a way to filter after this in Daz Store and there aren't really many readme's.

Can I use the basic morphes in Daz for G8 and these products as Merchant Resources?

https://www.daz3d.com/genesis-8-female-head-morphs

https://www.daz3d.com/genesis-8-female-body-morphs

https://www.daz3d.com/hd-body-shapes-for-genesis-8-female

Do you know any videos, tutorials or have tips yourself that would make it easier for me to learn?

Thank you :)

Post edited by MelonArts3D on

Comments

  • felisfelis Posts: 4,617

    When it is a merchant ressource it will say so explicetly, and the linked products are not merchant ressource.

    What you can do, is list these products as required, meaning that in order to use your product as intended, the buyer need to have these products too.

    There are many product in this store that has some of these as required products.

  • MelonArts3DMelonArts3D Posts: 56
    edited August 2022

    ok thank you so if it's not mentioned in the description it's definetly no MR?

    I just thougt becuase they are Daz Originals they might be MR. Have you any tips for character creation?

    Is there a way to properly search your product library for MRs? It's not really small and I don't want to look at every product I own.

     

    Post edited by MelonArts3D on
  • hansolocambohansolocambo Posts: 649
    edited August 2022

    Mellone said:

    Have you any tips for character creation

    It would take 5 pages to answer that in depth. But basically, you can :

    Do that in ZBrush with Layers, in Blender with Shape Keys, or in any other 3D modeling app that manages morphs. Basically you import the deafult Genesis 8 (no SubD) in one of those apps. You define a first morph for that Genesis 8 base. Then you make your morphs/modifications on different layers (ZBrush) or Shape Keys (Blender). Being sure that you don't modify in ANY way the polycount and vertices position of the base Genesis mesh.

    When done, you import back your custom Genesis in DAZ with morph Loader Pro. Dissociate head and body with D-Former. Create FHM and FBM sliders (head and body) and a third slider (CTRL) that controls them both. Tons of tutorials on the subject.

     

    Mellone said:

    Can I use the basic morphes in Daz for G8 and these products as Merchant Resources?

    Yes indeed you can. That's the easy way (but way less precise control that you'd get doing it by hand in a 3D modeling/sculpting app).

    Use your installed  bundles, Merchant Resource or not. With DAZ sliders, put 30% of this head, 25% of that other head, 60% of that body, etc. Also use body and head morphs bundles to modify nose, chin, ribs, muscles, breast, feet, etc. This way you create a morph made out of multiple other characters and/or morphs bundles. When you're happy with the result, all vertices being in a position that doesn't exist anywhere else : this morph becomes your own creation.

    Mellone said:

    Do you know any videos, tutorials or have tips [...]

    Best one (in my humble opinion) being :

    Many written tutorials around. Hard part being to find the rare good ones :

    https://www.laylo3d.com/creating-characters-and-morphs-for-daz-3d-figures-using-zbrush-goz/

     

    DAZ being an app used by tons of amateurs, there are sadly tons of inaccurate statements in forums, videos, etc. This makes it hard and time consuming to skim through junk info and extract only what's correct and necessary.

    Personal advice : open a Word document. Take notes, make tests. And patiently write down your own workflow. It takes time to get used to the "right" and clean way of doing things in DAZ, especially on the content creation side. But it's strongly advised as, by doing so, you understand DAZ under the hood and suddenly see things so much more clearly.

    Post edited by hansolocambo on
  • Mellone said:

    Hello,

    I'm on my way to learn character creation and I want to sell it when it's finished some day..

    Now I'm a bit lost with the Merchant Resource thing. There isn't really a way to filter after this in Daz Store and there aren't really many readme's.

    Can I use the basic morphes in Daz for G8 and these products as Merchant Resources?

    https://www.daz3d.com/genesis-8-female-head-morphs

    https://www.daz3d.com/genesis-8-female-body-morphs

    https://www.daz3d.com/hd-body-shapes-for-genesis-8-female

    Do you know any videos, tutorials or have tips yourself that would make it easier for me to learn?

    Thank you :)

    Daz PAs sell characters here all the time that use some of the Genesis 8 Female Body Morphs. The thing that is important to note is that they sell the shaping morphs for their characters while at the same time you would still need to purchase those required morphs separately in order for the product to work as the PA intended. Not that its a good idea from a sales perspective, but you can take any number of characters/morphs you want, combine them to make a unique character, and then sell the character's shape, so long as they are required to buy all of those other morphs used in order to achieve the shape.

  • Oso3DOso3D Posts: 15,041

    One big advantage to using the main set of shaping morphs is that clothes may have fits for those shaping morphs, which makes clothes fit better.

     

  • So I'm not allowed to bake them into a singel morph by exporting an reimporting but I can apply multiple base morphs ERC Freeze them into one slide and Sell that Slide that apllies all the morphs?

    Or is it still ok to bake them into one morph when I do change things with Blender?

  • RawArtRawArt Posts: 5,951

    Mellone said:

    So I'm not allowed to bake them into a singel morph by exporting an reimporting but I can apply multiple base morphs ERC Freeze them into one slide and Sell that Slide that apllies all the morphs?

    Or is it still ok to bake them into one morph when I do change things with Blender?

    nope...not allowed

  • Matt_CastleMatt_Castle Posts: 2,646

    Mellone said:

    Or is it still ok to bake them into one morph when I do change things with Blender?

    Kind of - you can do it for your editing purposes, but to make it redistributable, you will need to reimport it into DS over the morphed shape with Reverse Deformations on so that the morph you create is only your changes to the shape and it only works correctly when dialled in over the other morphs.

  • Mellone said:

    So I'm not allowed to bake them into a singel morph by exporting an reimporting but I can apply multiple base morphs ERC Freeze them into one slide and Sell that Slide that apllies all the morphs?

    Or is it still ok to bake them into one morph when I do change things with Blender?

    Even if it were allowed, which as others have said it isn't, it would be making a lot of extra work as you would have to redo all the adjustments to rigging and corrective morphs (e.g. to make expressions work with the new shape) thata re already set up in the morph packages when used directly.

  • Ok, but all characters I own are baked morphes without any of the base morphs active. So these Characters all ne new corrective morphs to work? 

  • Mellone said:

    Ok, but all characters I own are baked morphes without any of the base morphs active. So these Characters all ne new corrective morphs to work? 

    Potentially yes, how noticeable it will be depends on the morphs.

  • FSMCDesignsFSMCDesigns Posts: 12,774

    Mellone said:

    Ok, but all characters I own are baked morphes without any of the base morphs active. So these Characters all ne new corrective morphs to work? 

    the ones you have with baked morphs are either done illegally or the shape was created in a modeiling app like zbrush or Maya and not using any DAZ morphs which is a standard practice for sustom  shapes these days

  • but I thought baking merchant resources isn't illegal as long as it's not just a single morph that could be extracted from the final product.

  • MelonArts3D said:

    but I thought baking merchant resources isn't illegal as long as it's not just a single morph that could be extracted from the final product.

    Merchant Resources don't all have the same terms, you need to check ther terms of the set you are using. Anything that is not explicitly permitted is not allowed.

  • Ok, yes I have checked my resources. 

    Is it difficult to get a product accepted by daz? 

  • Yes.

  • 3Diva3Diva Posts: 11,724

    Mellone said:

    Have you any tips for character creation

    It would take 5 pages to answer that in depth. But basically, you can :

    Do that in ZBrush with Layers, in Blender with Shape Keys, or in any other 3D modeling app that manages morphs. Basically you import the deafult Genesis 8 (no SubD) in one of those apps. You define a first morph for that Genesis 8 base. Then you make your morphs/modifications on different layers (ZBrush) or Shape Keys (Blender). Being sure that you don't modify in ANY way the polycount and vertices position of the base Genesis mesh.

    When done, you import back your custom Genesis in DAZ with morph Loader Pro. Dissociate head and body with D-Former. Create FHM and FBM sliders (head and body) and a third slider (CTRL) that controls them both. Tons of tutorials on the subject.

     

    Mellone said:

    Can I use the basic morphes in Daz for G8 and these products as Merchant Resources?

    Yes indeed you can. That's the easy way (but way less precise control that you'd get doing it by hand in a 3D modeling/sculpting app).

    Use your installed  bundles, Merchant Resource or not. With DAZ sliders, put 30% of this head, 25% of that other head, 60% of that body, etc. Also use body and head morphs bundles to modify nose, chin, ribs, muscles, breast, feet, etc. This way you create a morph made out of multiple other characters and/or morphs bundles. When you're happy with the result, all vertices being in a position that doesn't exist anywhere else : this morph becomes your own creation.

    Mellone said:

    Do you know any videos, tutorials or have tips [...]

    Best one (in my humble opinion) being :

    Many written tutorials around. Hard part being to find the rare good ones :

    https://www.laylo3d.com/creating-characters-and-morphs-for-daz-3d-figures-using-zbrush-goz/

     

    DAZ being an app used by tons of amateurs, there are sadly tons of inaccurate statements in forums, videos, etc. This makes it hard and time consuming to skim through junk info and extract only what's correct and necessary.

    Personal advice : open a Word document. Take notes, make tests. And patiently write down your own workflow. It takes time to get used to the "right" and clean way of doing things in DAZ, especially on the content creation side. But it's strongly advised as, by doing so, you understand DAZ under the hood and suddenly see things so much more clearly.

    You can't use other people's morphs to bake into your morph to sell. Other people's morphs that aren't listed as merchant resources aren't to be used to bake into morphs for selling.
  • Catherine3678ab said:

    Yes.

    Ok. But in which way? If I send in a working character with all resources properly used. Will they decline it?

    What can I do to make my changes for approval better? 

  • In the first instance they will look at your images showing the character off - if those are not attractive/persuasive then it isn't likely to sell, regardless of actual product quality. Have you posted any of your renders, and read the feedback (if any)?

  • Richard Haseltine said:

    In the first instance they will look at your images showing the character off - if those are not attractive/persuasive then it isn't likely to sell, regardless of actual product quality. Have you posted any of your renders, and read the feedback (if any)?

    Ok good to know.
    No I haven't posted pictures yet because the character is still in work. 
    So I should build up a gallery here on Daz first before sending in a product? 
    I'm shure that it will still take a while till it's all finished and ready to sell but I just want to make shure I know as much as possible about product creation, so I maybe can prevent mistakes bevore I make them. 

  • Richard Haseltine said:

    In the first instance they will look at your images showing the character off - if those are not attractive/persuasive then it isn't likely to sell, regardless of actual product quality. Have you posted any of your renders, and read the feedback (if any)?

    yes  Big time. Some PAs, so I've read, actually team up with artists who are very good at rendering out promo images for them.

    They most certainly didn't like mine lol ...

     

  • MelonArts3DMelonArts3D Posts: 56
    edited August 2022

     

    yes  Big time. Some PAs, so I've read, actually team up with artists who are very good at rendering out promo images for them.

    They most certainly didn't like mine lol ...

    Makes sense to team up. Did they decline your character? 

    Post edited by MelonArts3D on
  • MelonArts3D said:

     

    yes  Big time. Some PAs, so I've read, actually team up with artists who are very good at rendering out promo images for them.

    They most certainly didn't like mine lol ...

    Makes sense to team up. Did they decline your character? 

    Those auto-fit clones I made that work, which I suggested I wanted them to stay free of course, just figured it would be a good parking space for them indefinitely. I didn't change the promo images from the ones everybody can already see -- and in observing the price increases in the stores, good chance that the 'keep it free' concept didn't fly either.  

     

Sign In or Register to comment.