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2,568 comments found!
Oh, and since it's perfectly symmetrical, you could use the mirror modifier and just do everything once instead of twice.
Thread: Elsa Hair | Forum: Poser - OFFICIAL
Thread: Lucas - original male figure project for PP2012 | Forum: Poser - OFFICIAL
Quote - This is not the forum for this conversation IMO
You know, technically, you're right. But IMHO, this points out a problem with current rules. Supposedly, commercial and freebie posts are banned. But lots of people get exceptions to this rule and are able to post about developing commercial products (like this one) or freebies (like Antonia). The argument is that they're relevant to the community. Which is, IMHO, a good argument. But I find it kind of arbitrary what's considered relevant to the community and what isn't. I think it might be nice if there were more information about what development information we can share and solicit and what we can't. I'm sure I'm not the only vendor who would like ask the community questions, but can only ask them on other sites more open to product discussions. Or share information about my work where people discuss the technologies behind it, but have to wait until there's a specific discussion about that technology to maybe not get censured. And just personally, it seems to me that certain people get passes on posting about products and freebies, while the rest of us get censured immediately and told to take it elsewhere.
I see ssgbryan post about how terrible vendors are about feedback, and I find it really unfair when I'm very sure he's missed products that fit his interests because they weren't made by top merchants or found in his searches. I see thread after thread complaining about niche support (males, everyday items, etc.), but no way for merchants to let as many people as possible know when they support those niches. Dawn got announced here, but I can't just let people here know when I release a product for her. So I get to put time and effort into Dawn products, promote them, make banner ads for them, post about them in multiple places and galleries, and generally do my best to market them, then see ssgbryan post that there's "nothing" coming out for Dawn. How are new figures supposed to get any long term support when you've got no place to let people know you're supporting them after the initial release threads are unstickied?
Why should vendors be interested in supporting a male figure by single creator when they won't have a way to let most of the people interested in him know about supporting products? When there's no way to create forum buzz for his products? I mean sure, at release time, they'll probably get a pass. There will probably be some sort of thread here to post to, maybe even a sticky. But what about 3 months later? Or 6 months? How can vendors support a niche market when we have no way to communicate with that market?
I totally understand wanting to stop this forum from filling up with ads. I don't get the freebie ban, but I do understand what the rule against commercial posts is trying to achieve. But the seemingly unintended consequence is to break almost all ties between people who post, "Why isn't there more [niche content type]?" and the people who try making niche content and get few or even no sales. It doesn't help to make other forums for such announcements when almost all their traffic is other people making announcements.
I think vendors might be more interested in supporting new figures like this one if there were permanent ways to reach the people interested in them, and to entice people who could be.
Thread: Lucas - original male figure project for PP2012 | Forum: Poser - OFFICIAL
Yeah, and I get that. But here's the cycle: Someone announces a new figure. Tons of people are interested. Let's say the figure has a perfect release and great initial support. That figure is still one of many. The stickies get unstickied, the main thread goes silent or becomes unweildy, and there's no good way for vendors to tell anyone about their products any more. Customers don't really hear about the figure any more. Vendors find their supporting content sales falling off, even though they're doing everything they can to promote content for that figure. So they stop supporting that figure and go back to the same old. Months later, someone posts, "Whatever happened to (fill in the blank)?" People come up with all kinds of quality issues and things done wrong, when in point of fact, every figure has short-comings and no one's ever going to be able to make a perfect figure. Certainly not someone who's never made a figure for the content community before. There's a big difference between making a regular product and making a platform for future development. But the biggest problem is that vendors want money and freebie makers want downloads and maybe some recognition, and none of them are getting any of that because no one knows about their work.
When new figures get a pass, but their supporting content doesn't, there's heavy disincentives to supporting the figure once the initial "pass" is expired. For that matter, the same is true of any non-standard content. Whether it's a new figure, new technology, or just a style of content people don't ordinarily buy, you have all the disadvantages of going outside the mainstream without any of the ways to reach people complaining that there's nothing beyond the mainstream. Or, just as importantly, to entice people who haven't looked outside the mainstream.
Thread: Lucas - original male figure project for PP2012 | Forum: Poser - OFFICIAL
Quote - Hi KobaltKween. Sorry you have been given that impression. I'm not sure why that is.
There is a marketplace showcase forum here on Renderosity, specifically for Renderosity vendors to show their latest products. Granted, it doesn't seem to get much traffic.
There is also a general Free Stuff forum, for the same purpose.
You are right, they don't want the Poser forum to fill up with ads for the market place, because this forum is intended to discuss Poser and its functions, and because there is a forum already for ads to the marketplace.
There is also a general free stuff forum. I don't visit it but it is there.
I thought I mentioned posting in other forums. Sorry for not being clear about that. The problem is that those forums don't get traffic (as you noted). Those forums don't help because no one goes there. It's like banning promotion in New York City and saying, "Here's place in Antartica for you to let people know about your work."
This is the most trafficked forum for Poser. For positive interactions between content creators and users to happen, content creators have to be allowed to approach users. Right now, we can't share our work. We can't say, "Hey! I'm working on something I find really exciting!" Or, "I'd like to make something for Halloween. What would you like?"
Or at least, we couldn't before. I've seen many people told to take those threads to one of those other forums, where no one participated in them. I appreciate that you personally encourage it, but it would be good to have some official clarification on that issue since that hasn't always been the case here.
Quote - Mr. Sparky posts threads about his latest freebies here in the Poser forum all the time and has been doing so long before I became moderator. I've never had a problem with that, or with anyone else who wants to show their threads on items they've created. I've never been told it's not allowed and no one has ever complained to me about it, from the user community or from admin.
I can't speak for what previous moderators have done.
Yes, people like Mr Sparky who have a reputation from before those rules got made have been consistently given a pass. And some random people seem to get through every now and then. But I remember when most content creators, including freebie creators, were consistently censured (politely and nicely, but censured) for posting about their content in this forum, including WIP threads. Granted, not since you've been a moderator, but to be honest, I don't hang around here as much as I used to.
Quote - And if you want to link to your Renderosity store in your signature you can do so, as far as I'm aware. You just can't link to your store at DAZ or RDNA, or some other site.
Oh, I know. And that's cool, but that's promoting yourself and not types of products. It doesn't help us let people know we're developing something niche, nor help us act on feedback during development.
Quote - And if someone has asked (or complained) in a thread about the existence (or non-existence) of an item that you know exists, you can post about that as well. We do that all the time in this forum. If it doesn't exist on this site, then the link is only permitted when it is specifically requested.
Right. Sorry if I wasn't clear, but I tried to acknowledge that already. Point is, the problem already exists by then, and has already caused vendors to stop making that type of content. By the time someone says, "Hey, why isn't there any...?" the answer is pretty much always, "I tried it, and it doesn't sell."
Not to mention, since we can't really communicate with customers until they complain, well, it makes this forum a pretty negative experience and drives away content creators. It's thread after thread of sticks with no carrots. Vendors are people, too.
Quote - To be sure, I will check on some of these specific points that you bring up and will get back to you, but as far as I understand it right now, I don't have a problem with you or anyone else posting about your active projects here in this forum. There are many people who do that already. Some are vendors, some aren't.
To be safe, you could create your own sketchbook or wip thread (as I have done here, over 2 years ago, long before I became moderator, and no one ever told me I couldn't, or removed the thread). I think this would be fine, and would help to generate more interaction between our users and our content artists, which is what I feel that we need.
Let me talk to admin about this, (because I wasn't aware this was an issue for vendors until just now) and I'll get clarification on what is and is not acceptable. But really, I think the primary reasons are to try and keep the forums more structured and organized, not to try to stifle vendors or content artists. That would be rather self-defeating, IMO.
Thank you very much for checking. I really appreciate it. If I do post a thread, I'll wait for an official response. Even if things are a bit different now and even if you personally got through, I saw admin and mods repeatedly forbid such threads. When I see a rule repeated several times, well, I like see something official before breaking it.
You're right. It has been self-defeating. The policies have stifled vendors and content artists, whether that was the intention or not. When both commercial and freebie posts were allowed, when the rules were less strict and more permissive, there was much more traffic, more people posting regularly, and many more positive positive posts. I'm not advocating reverting to the old rules. There's no evidence that would improve the current state. But I have seen a correlation between stricter rules and fewer and more negative posts. I've seen fewer and fewer content creators post, more people leaving either silently or publicly, a more uniform market with fewer niche products, and seen all but a dozen or so of my 200+ favorite artists stop posting even gallery images. In the gallery, I see a much lower ratio of renders to photographs and 2D work, which indicates most of the loss of traffic is in the 3D community.
Nowhere has this change been more relevant than new figure development and releases. I wish it wasn't true, but it really doesn't matter how good you make your figure and how many people think it's great before it's released (the ideal is always better than the actual). If there isn't a steady positive, proactive, and visible support in the Renderosity community, well after the initial push and promotion phase, items for him won't sell enough for vendors and there won't be enough items for users. Post hoc assessments will list flaws without comparison to the control (V4's flaws are myriad). Considering M4 isn't supported well enough to avoid the "Why do vendors refuse to make M4 content?" threads, I don't believe it's possible to make any figure, male or female, that so immediately dominates the market that its content won't get lost in the steady flow of mainstream releases once a special promotional period is over. Its content would have to become the new mainstream, and I honestly don't think that will happen ever again.
DAZ came up in a vacuum and defined the content market. Vicky's only competitor was Posette, which Vicky's creators had made themselves. Anyone releasing a figure now has every artist and group that made a figure in at least the past two years to compete with. It takes time to build a full library of supporting content. And it's been a long, long time since the community was positive enough to foster independent innovation like it used to.
Thread: Inset Bug (Blender 2.72)? | Forum: Blender
Have you reported the bug? It's not very useful to report bugs to a forum that has absolutely nothing to do with the Blender Foundation. And it's really easy to report Blender bugs. In my experience, if it's simple they fix it in hours. The one time they didn't, they still told me what they were planning to do.
Oh, and just to say, I use inset all the time without problems. I don't think I've seen the tool you're talking about.
Thread: Inset Bug (Blender 2.72)? | Forum: Blender
Oh, I don't actually think it would be a problem given how you've detailed it. It's exactly what they look for, though they take .blend files demonstrating the problem so it's simpler than a series of screenshots. If they don't consider it an issue, they tell you (and very politely, too). The big discouragement is against multiple reports of the same bug (regardless of whether it's a bug or something they're leaving for now). As long as you make sure it's not reported already, I doubt it will be an issue either way. And even if that's not the way that particular inset tool is meant to be used, it's still a bug. It's just a UI one instead of code. :)
Thread: Inset Bug (Blender 2.72)? | Forum: Blender
Oh, I don't actually think it would be a problem given how you've detailed it. I did read the thread, and that's why I suggested it. This is a lot of debate and back and forth. It's a lot simpler when you just tell them your problem, your version, your OS, etc. and let them respond. Which you've already done so neatly here. It's exactly what they look for, though they take .blend files demonstrating the problem so it's simpler than a series of screenshots. If they don't consider it an issue they want to address right now, they tell you (and very politely, too, at least in my experience). The big discouragement is against multiple reports of the same bug (regardless of whether it's a bug or something they're leaving for now). As long as you make sure it's not reported already, I doubt it will be an issue either way. And even if that's not the way that particular inset tool is meant to be used, it's still a bug. It's just a UI one instead of code. :)
Thread: poser to blend is very small | Forum: Blender
I have to admit it's always been very clear to me, but I'm a weirdo about what stumps me and what doesn't. Then again, I've completely ignored the idea that there's some objective scale to things, and that the internal Poser scale is wrong. So I just go by what each piece of software says. By default, 1 Blender unit = 1m. When you import, select the object and it will say exactly how big it is in x, y, and z directions. Poser has its own version of 1m or 1cm measurements (though I'll admit that at the time I did my estimates, I was working in inches). My (very) rough estimate of scale between Poser and Blender is 2.5. IIRC, accurate is smaller, with Poser's scale being closer to Blender's than that, but I wanted an easy transform number (2.5 up into Blender, 0.4 out into Poser). That said, while I scale up by hand when I import, I have settings on my export to scale down. So I could probably work more accurately now, since I only need one sensible number (for instance 2.3 is simple, but 1/2.3 isn't). That said, working at 2.5 scale has been OK for me, though a tad big with architecture sometimes.
Thread: poser to blend is very small | Forum: Blender
Thread: poser to blend is very small | Forum: Blender
Sorry I took so long! Life has become really hectic, really fast.
I never have any resizing issues.
Thread: Fitting a round object to a square face | Forum: Blender
To make a circle in the middle of that inset area, I'd select that one polygon, inset it until it was about the size of your cylinder, add a horizontal and a vertical loop cut (making the inset 4 rectangles and 8 vertices), edit everything to make it smooth again (the loop cuts will make them more blocky), then delete the 4 inset rectangles to make a hole. Then I'd use the Loop Tools circle or something like it to make my rectangular hole into a circle. Then I'd just extrude the circle out into a cylinder, cap it off (avoiding tris), then add loop cuts to the top and bottom to give the cylinder cleaner edges.
Thread: Fitting a round object to a square face | Forum: Blender
Well.... Poser is supposed to have problems with ngons. I don't use them in my work, but I own a dress that has ngons for button holes. It works OK, but that may be because of the size of the ngons (small). That said, tris can be worse because they have to involve poles and ngons might not. I really wouldn't use them as you have because you can often see problems after subdividing. For example, the cushions in this image of mine (warning: nudity!). It was my first or second time modeling in Blender, and I had a lot to learn about topology.
I really like how this is coming out!
Thread: poser to blend is very small | Forum: Blender
Are exporting it from DAZ Studio?
If you mean me, I use Poser, so I don't have to deal with having my OBJs hidden away. I don't export at all, just import from my Runtimes.
Thread: Everything Aiko | Forum: Poser - OFFICIAL
Here's one of A3/XinXin I did not that long ago. The hair is Dakota Hair by Lady Littlefox and the outfit is a PC item at DAZ. As is the scenery. You should see how it rendered out of the box. I fixed some smoothing settings on the scenery, fixed the materials, used the morph tool on her shoulders, and converted the clothes to dynamic so that fitting wasn't an issue. Sounds like a lot, but it really wasn't.
That's what I appreciate most about Poser. The better I know it, the easier it is to use any decently made content.
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Thread: Making a Ruffle Dress in Blender | Forum: Blender