Forum: Poser - OFFICIAL


Subject: Step by step process from drawing to saleing a V3 based character?

spencerneal opened this issue on Mar 17, 2006 ยท 4 posts


spencerneal posted Fri, 17 March 2006 at 5:47 PM

Is there a tutorial, websight, or even a good book that someone can recommend on a step by step process from taking an idea from drawing to a V3 or Aiko based character to sale in the marketplace; for example like Darkwing -Zero's characters?


Xena posted Fri, 17 March 2006 at 7:00 PM

There are no step by step tutroals that cover the whole thing - BUT if you search all the forums (Daz, Poser Pros and here for example) you will find all the information you need.


pakled posted Fri, 17 March 2006 at 9:14 PM

Attached Link: http://www.wings3d.com

and must be done while standing on 1 foot..;) I guess the best place to start is where you're at..(doncha just hate it when people end a sentence with a preposition?..;) What sort of experience do you have with modeling? There's probably 2 ways to go; make morphs of an existing character like v3 and a3, or go whole hog and model from scratch. The first method's going to be a *lot* easier..;) Here's a modeling program that's vairly easy to start off with, in case you want to try to make your own..

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Blackhearted posted Sat, 18 March 2006 at 12:05 PM

dont take this the wrong way, but theres quite a difference between drawing a character on paper and releasing a finished injection morph, texture, character, etc. if you have to ask this question, perhaps you should set your sights on creating a few freestuff items first instead. the marketplace is flooded with products created from tutorials and merchants first-time creations, and the sad fact is that the bulk of them shouldnt have been released - many customers and merchants are growing weary of it. there are days where there are 40+ items submitted to the marketplace testing queue. now -- to clarify, before you get upset at me -- i am not saying that your first time product is going to be bad. but if you want to develop a solid customer base and increase the sales of your first product its probably a good idea to get at least 1-2 freestuff items out there to show people what sortof product you produce, and what quality it is. many customers will say that they are wary of new merchants unless they have sampled their products through freestuff, and will recommend you cut your teeth on at least a free item or two before you become a merchant. take your customers feedback on that first freestuff item as well. listen to what they have to say about it - because this is your chance to harvest feedback and ideas with no damage to yourself. learn to differentiate constructive feedback from 'preferential' feedback - ie: if you create a body morph/texture and someone tells you she would look better with DD breasts and hairy armpits, dont necessarily cave in: thats personal preference. if someone tells you there is a seam somewhere, or that there are too many signs of cloning on her face, or both sides of her face are too symmetrical, etc - thats constructive feedback and should be taken heed of. im not trying to discourage you from becoming a merchant, just trying to encourage you to do it properly. everything you release into the marketplace should be created to the best of your ability, bug-free, preferably original in terms of either content or quality, and better than at least 75% of the products in the marketplace if you want to succeed. if you follow a tutorial and put the resulting character in the marketplace that will be difficult to do. you should already have a grasp of what customers expect and how to create quality products by the time you cross the threshold and become a merchant. if you look at renderosity today, there are so many merchants its dizzying. when i started here there were less than 200 merchants. now? i havent checked lately (dont think with the new merchant control system i even can check), but last year there were over 2000 merchants. you need a solid strategy on what to make, how to make it, how to get your name out there, and how to familiarize customers with your products in order to succeed. do it right, trust me it will be far more rewarding. cheers, -gabriel