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I see. Her full store seems to be on Boosty now. Links are listed on her DA gallery items.
Just released the Lucent-Drago as Freebie "@ sharecg" for the ones who wish having a look on how the bridged conversion works.
I also updated the materials as after the first shot they were rather basic and I am still learning how to assign these. Actually applying textures was never my strength, guess it is because there are so many options, I prefer the Rigging and mesh building stuff, and naturally finding new features and tricks to Improve the workflow.
DS seems to give really nice render results, as far as I can tell as Newbee I was quiet surprised. Rendering might be a little slow at times, With lights well no chance jet have not figured it out but it is me wanting all to be working already after a few day's. So for now I'll just use DS to drag in models I do and slowly I might learn a little more ....
"Also noted that Ball on all axis feature on the upper left that one is pretty cool to pose these complex creatures"
Note: The dragon has easy-pose in the main body there is a dial to scale down these wings as they are huuge making it hard to fit that creature into the render!
Thanks @summoner . Will give that a look!
So I worked a little more on this new system in DS the past days, removing some slight issues in some cases and learning a little how to use Daz Studio.
This all could give me the opportunity making a statistical ballance between Poser and Daz Studio that gave me quiet a surprising result when it comes to standallone models, fantasy creatures, Monsters etc. Popularity in this section is about 3 to 5 times higher for Poser then for Daz Studio, I am quiet surprised about this result. So Daz Studio seems having a high Popularity when it comes soley for the Genessis Morphs ( Genessis based releases ) and Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser. This little project made me also realize that the Poser usage is still large but moved more to the Chinese regions and are very silent users.
The Import system for Daz Studio is quiet amazing and could offer some quiet amazing new features, if in future there would be an Increase of Interests for other then just Genessis based models. These surprising conclusions are quiet interesting that one could only realize after bringing in other options. It also answers the question why there is almost none to just little Interest for such a thread ( Article ) that could bring in new types of models into Daz Studio, increasing the range of creator interests that would support new types of models.
I wil continue little by litte with this project and see what the future might bring ( Silently ) hoping also to reach some DS users like I do for Poser.
here are the latest shots of standallone creatures made for DS that sure came out surprising well ....
@Summoner , I don't think your conclusions are necessarily accurate. Not sure how you came to those conclusions. We have Herschel Hoffmeyer making stand alone creations like https://www.daz3d.com/hh-wyvern and I think that guy does quite well with his stuff.
I know about your work from fantasy realms market and I've visited your personal site - quite a sprawl! I did notice your works are marked poser fan works. Does that mean you're a poser fan or the works should be editorial license? Some should be el or non commercial only, I think. And what are your goals? You might get a lot more traction in Daz community selling here or at least through renderosity - somewhere with more name recognition and better quality control. It gives customers buying confidence. You may want to up your texture game to do that. Of course you may not be interested in any of that. That's all up to you.
Fwiw, I like some of your figures.
Personal Opinion :
Fan Art - this is a descision I made quiet a while ago, as to avoid any conflict and saving me allot of time for regulations. If something is made through visual Inspiration or even if you have something similar like Mikey mouse ears on a doll there could be a conflict. Comes to it that because you do not sell or give away a full ownership licence it is ending up for every creator of these to use these as fan art ( My personal opinion ) If one uses a Genessis for example he is not Intelectual owner of the Doll and just made Fan Art using a third party product for he's works. Sure he's render is He's but the products used are not. But this is just the way I handle these things as all is a matter of time and there is not much when you work in the fields for a living. Any little thing now day that could have a resemblance to something that already exists could be considered as Fan Art, even a Picture you made with your Cell-Phone, so my solution is tagging it all with Fan Art weather it is or not!
Selling at Brokers:
Yes it might give more of a sell rate if you target this purpose, I actually don't. for me it is just a hobby that i do since the beginning of millenium. I do not plan making it a Living as it would be rather impossible with Poser/ Daz. I had my things at Renderotica and and FA, This is causing allot more work, it does not really bring any more profit, actually 1:10 or less. then I do with my Site.
The goal is not Profit or making my self Public, got already a quiet large community, it is just to bring over that there are new ideas for Poser/DS, same as every other artist that would make a thread saying " Listen Guy's I just had a great discovery " showing to others what he done and how it could evolve, what benefits it could bring! An normal reaction and exitement when you discover something new. Would it not be this way then we would not evolve.
After you publish your new discovery you will realize if it is really that great or not, if there realy are interests or not, If it is causing some exitements, only then you really can estimate the situation and if your Idea or Product is really reaching someone. I personally had some exitement as for many years I had quiet some requests from DS users having such an option, that seemed to be out of reach. I might be wrong, it might of taken to long, so there was no real woow effect like I had when I discovered the new options.
Usually you realize in the first short moments if something is having a future or not, the moment of interest. If there is almost none then your Idea might not get really popular no matter where you will go with it, no matter who you will try to reach with your Idea. Having to convince people is not the best marketing solution, best is when they are convinced the moment they see the new Product.
@Summoner Thanks for the background and your replies. I think it's good that you're making items available for use in DS. Your talent for figure rigging must be a strong point for you. I think your new figures look pretty cool, especially the Orcus. It seems you're doing what suits you, and I wish you the best with all of that.
There used to be a highly skilled Character creator named “Sanctumart” who made stand alone creatures for Poser.
He left years ago for the highly lucrative video game content industry.
I have ALL of his old Poser creatures most of which work in Daz studio as well , as they are CR2 based.
Yes he made a quiet impressive series of creatures that I also got and still grab out once in a while. The Phenotypes : Drub, Havoc, Scythe, Shrieker and the most popular " The Horde " quiet amazing what he achived with the old triax system , I was sure admiring he's work, and learned allot from these.
Ds can Import these types of rigs with ease as long as they are Triax based with capsules ( Poser Standart ) but as soon as they are single skinned weight mapped or just Weight mapped they will blow and break.
There are only a Hand full of Poser DS creators that can make full standalones, and mostly they can't make allot of releases due the time it needs to rig them in the Poser/ DS application it self. At least the ones who do sure are passionate users and admierable :)
the old Poser/DS standart model rigging cut the mesh on the joints , in theory they are like assembled props, the comon usage of the poser community, they are a little stuck in the old way's , there are also not many new creators either.
TriAx is weight mapped, it was the term coind by Daz for Genesis. The old-style rigging, with spheres and angles (DS doesn't support the capsule falloffs,) is usually called parametric or possibly legacy.
I am pretty sure it is only Poser that splits a rigged character into parts on import. If DS did that once, it stopped doing so long ago.
Yes it seems that the last one From Daz was either V4 M4 or a little later after Gen 2.. When I started to change the rigging style back in 2016 in Poser I encountered allot of similar issues like in DS now getting them bridged with a 3D model creation application, these were also often falling appart. Rigging in Blender for example is a real time saver giving you allot better results and options, there is no doupt about it. Like Haseltine mentioned earlier that FBX has been limmited in imoport for DS making it even more difficult getting external rigs into DS. So my challenge was actually just finding a way how to bring a rigged figure from a external App into DS the same way as it can be done in Poser with selectable bodyparts and not based on a bone selection structure when loaded in the viewport of DS.
This is the Latest I have done for DS that is quiet complex, helping me getting a better workflow and filtering out further conversion Import issues, to be able to Increase Productivity in the near future. Publications will naturally depend on the Interests of DS users as in first hand I am doing all this to fill my personal Library collections
@Summoner if you're expecting a large influx of DS users to go to your site to buy your creations because of posts here, you're probably going to be disappointed. A large portion of the community shops here and only here. This is not a reflection on validity or value of your effort. It's visibility and buying habits. I was never really into rigging figures so what you're doing sounds pretty cool to me and I do like some of your figures. My modest content budget mostly went into store credit here. Sorry that's probably not helpful to you.
Since this is all an experiment anyway, I recommend submitting some of these new items to the Daz store. If they are accepted and you have that increased visibility, then you can better gauge actual interest in what you're doing. Otherwise, you might as well build and rig the stuff in Blender and call it a day.
Actually have none such expectations, after all experiences I had the past decades the only way getting hits was through Google, not sites that carry 3D products, not even DA would be attracting any users or sharecg even if placing freebies there. Freebies for example attract just the ones who do not have the needs to afford such an expensive Hobby, rippers just collect and never use what they have gathered througout the years filling up Dustcatcher drives, For such a target you need to have some keywords on the site that call up your products in google in the first 3 Pages when a user is making a search.
My target here was just to know if DS users would experience some interests in new technique of communications between Blender type Programms and Poser for a better workflow. Rigging is the principal feature one needs for having any anatomically correct Figure moving in the whole 3D industry, Static mesh is the easy part of it all. Here is the home of Daz Studio so were else would be a better place then here to communicate some features that are not in common use for the specific application.
Personal:
A part of my occupation is doing projects for inovation, I usually bring new Ideas to solve certain situations ( Not based on 3D or computers ) rather socially based non profit inovations that could be profitable in the future for communityes, For example a non profit project for repopulations of dying Community "villages" ( My Actuall Project ). One usually brings in hes Passions that would be called "work" also into the Hobbies he's doing :)
Thanks for the clarifications I misunderstood your intent. I guess you are not getting the interest you hoped for.
I was pretty neutral about expectations as it is also all new for me, Never went so deep into DS like I did the past week, so it is a all new territory for me. But yes I might of expected a little more Interest from some who have some DS experience in rigging and bringing Independent assets into Studio. So it might rather be that I am not quiet Informed about the real interests of Daz Studio users. Some of the amazing features with the Genessis dolls and features that can also offer quiet genious Creatures with them sure can be seen. DS seems to have grown to a quiet large community, It is a huge challenge bringing in new Ideas as a single artist, like a drop of water in a Ocean not causing large waves :)
I think you have a very different perspective on all this. I see it as a plus. If you had some sort of tutorial explaining how your process works, I'd be very interested in your process. I don't understand that much of what you're doing from the discussion here, except at an abstract level. I don't think a lot of people here outside of a few PAs are actively rigging figures. I don't recall seeing many conversations about it here. Arki does a lot with geomorphs - Those are pieces of geometry that can extend, add to and replace portions of a Daz figure. They usually also have their own rigging. It's not quite the same as doing a whole figure from scratch. Anybody doing wings or adjustable horn props or hair gets involved with rigging. There are a fair number of videos on YT and some rigging tutorials in the store. You're probably aware of all that. I don't think you should necessarily equate a lack of forum response with a lack of interest, though that may be the case. I think a lot of people buy content from the store to avoid that level of technical complexity. Even without that, there is still plenty of technical complexity to go around.
Daz studio (excluding sets & props) will give the users the best possible experience if they are using the native Genesis models
But this is true of ALL of the 3D programs that use Characters.
This is because the rigging/morphing/animation has to be fully supported by the Core features of the programs not just sort of halfway supported for basic moving of body parts.
I use Blender, Iclone and Autodesk Maya
Any character imported into those apps is considered useless unless/until it has been fully rigged with native rigging & animation controls of the application and it textures converted for the native render engine.
Reallusion recently released a FREE animation Control rig plugin that applies the same animation controllers from the metahumans to Iclone Characters exported to UE5
because they know the UE users are only interested in using the animation controls system of unreal engine without compromise.
if you google " Importing a fully rigged figure into daz studio " you might understand my point, there are loads of communities and users trying to figure out this Import possibility even here in the Daz forums ( Since years )
so after finding the solution of full compatible import and trying to build up a plugin for other applications there might come in two scenarios.
1st. Daz was not capable offering such a solution and would be happy having such, supporting this feature.
2ond. Daz considers this as jail break and wants to avoid such a feature resulting with a DS update that breaks the compatible import formats for articulated models
For now a tutorial is like a two edged sword, and the secondary reason of this Article, member reactions give me a clue what could be done with this option.
The FBX importer has been greatly enhanced for many sources in the current beta. FBX import did work anyway, I am told, for Motion Builder files - the issue is that there are a lot of applications exporting FBX and they don't all agree on the details.
I have version 4.22.0.15 but actually would not matter if it would be a prior version. Is the beta a official release ? I think I had a notification for a update the other day but not sure if it was pointing at the beta release. actually good news if the latest version would offer compatibility to import fully rigged assets allowing to select bodyparts instead of launching in a bone system compatibility mode. will sure be interesting testing it.
The beta, or Public Build, is a separate product in the store - it is usually newer than the General Release and can be isntalled alongside that.
I understand you desire however I see no actual benefit for Daz as Again, figures imported from other Apps will not foment the sales of Daz studio Store content and put Daz in direct competition with another FREE application that can import FBX figures from many sources yet does not have to rely on figure specific Content sales as it is supported by a Foundation…. Blender
@wolf359 People make stand-alone figures to sell in Daz store and other marketpaces. You can find stand-alone figures in the Daz store. I bought one yesterday. It's really weird! Getting those stand-alone figures into DS and working as intended with as little fuss as possible would be a benefit to PAs, vendors and everyone else. Yes, Blender is splendid. Daz assets export to Blender - You yourself recommend Diffeomorphic to do that. People make Daz assets in Blender. It's good to know the options are there. Yet, people here like DS, too. DS serves to support all those Daz figures. It's cool, and it's not especially competing with Blender.
It actually does not cause any competition, It might just increase the versality of models, other types of creators might pop up, I doubt that there would be a increase of markets, you will not have any success selling daz assets on blender sites, making your own site is a long way of success, Remains again Daz and Renderosity some at Renderotica. The only changes that might happen is that customers ask for more, Creators will have to change a little there habits. But in long terms Daz will not last just selling clothing and morphs for just the offered Humanoids it could end up to be monotone.
All this will or does not matter considering that It is possible weather if Daz places support or not as it is clearly possible ( Ok today I blew up my Blender trying to get this CAD converter code in there ) I would have to send the converter to a Blender PY writer that would be able to make a smooth PY integration. I also tried doing it directly with a cr2 but but it blew it all up after importing into DS. The typical result. so it will have to be a Fbx to start with and then converted for DS. For now I worked with Fbx 2014 have not tried using newer versions like 2019
The primary goal would be to see if there are any Interests at all, it might not even be worth putting to much efforts into something that Ds users do not really want, I mean such as creatures, Fantasy stuff, monsters, animals etc. that could not be made based on a Genessis figure. For me it is just perfect as it supports all my works and I can integrate these with ease into DS, if there is a compatibility issue with bending I just go and fix it in Blender and then right back into DS. Actually something I had to do on the Orcus as DS moved the tail segments by one skipping the first. But the fix was all done in Blender in 15 minutes.
Keeping importing custom figures the hassle it is right now does not keep people loyal to Daz, on the contrary. The more hassle it is to get what you want, the more likely it is people will instead move on to other apps - especially with all those recent Blender plugins that allow for easy creation, posing and clothing of human figures.
So I'ld say an easy way to import rigged characters into DS would rather benefit than hinder Daz and the willingness to stick with DS.
Right now, FBX support for DS is abysmal (files that work with any application I can throw them at load into DS fragmented and all over the place), so I'ld say an actually usable importer would be great!
Lets look at this model that I just finished for DS, it has a high complex articulation structure and rigging having a pretty individual Hierachy for to make the movements realistic, a load of Interactive pistons that are as well weight mapped as have a fallow function when moving Legs and bodyparts. Allot of parts have to be rigged below the armor parts, still keeping the hard shell of the Armor to avoid any distortions. I am really not sure if it would be possible rigging it manually in Daz Studio. But sure either way you need some experience in Rigging. In the case of this model I had a few polygons on the front leg Piston not assigned, can happen when mesh parts are overlapping, causing them to pull on the floor In the Fbx Import. But after the conversion these got automatically fixed.
For a end user it actually does not matter how it was done, he would not really care about all the technical stuff, he just wants to have the woow effect when loading the mesh. But for the creator it sure is a satisfaction being able to bring in such in Poser or Daz Studio, making him want to make even more complex structures and figures.
That would be way a lot better if we were talking about an original model. That's a Wolfenstein Panzerhund. I don't know the provenance of your model. Did you make it? The markings are spot-on for markings I've seen on the web. It makes me wonder, what is your Orcus, actually? Historically, Orcus is a major demon known widely in D&D lore. That's not what you've got there. Is it an original creation? I guess my inquiring mind would like to know.