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© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Yes you can use the result in sold products.
I've only watched the Introduction video (1st of 3 videos) so far. It is so well done! In addition to the narration there are lots of diagrams and supporting text blocks to make it easy to follow. This is a very professional looking tutorial.I'm excited to watch the rest.
Edit: Oops. I guess I should have posted in the the tutorial thread instead of here in the tool thread. They come in a bundle, and I jumped into the first thread I noticed.
No there are not specific examples in the tutorial for fantasy skin tones such as this one, but I already done this with the Manager. Last Friday on V8 to be precise.
Lol don't worry I think a lot of people tend to and will do the same... I think the tutorial thread is not as visible as this one. I will do with it, no problem.
Thanks for the very nice comment !
Sorry I had not seen your message. No it does not replace the converters which basically give a new shaders to the figures, transfer the right maps to the right place and apply the right starting values for the most important key properties. However, it can eventually replace the additional managers included in the converters products (edit :to be more precise the ones in the subfolders of the converters product whose names use "manager". Furthermore you have additional presets in those subfolders, that you can reach with the ultimate manager, but here the job is already done for you ).
Thanks for the explanation, V3Digitimes.
I have bought your bundle, so I need to watch the tutorials.
I think your voice is adorable. LOL....of course, Americans think all accents are adorable :P
Thanks so much for the tutorial and tools....I have so many of your things and use them very, very often (the Lights Manager and Touch of Dirt get used the hardest...lol). Watching the tutorials as we speak! :D
Laurie
You're welcome!
Lol that's nice. :) Yes "touch of dirt" is not the most intuitive because you have to work with a geoshell and mix of procedural shaders which is not usual at all. If you have questions after the tutorial you can ask them here or via MP, after a few questions I think I will add a "question answers" category to the tutorial.
I have not had time to watch the skin shading tutorial yet but I took a few minutes and tried the skin manager and all I can say is: wow.
A wonderful product with a very clever save and load system, infact everything about this product is clever done.
Thank you so much!!!! I almost fall off my chair :) That's a really nice feedback!
What people don't know is that I've been working on this interface a long time before "really" creating it, thinking each time what is the most efficient workflow to customize skins, and I organized everything to have the optimal usage for it. I began to work on what is the optimal properties organization and what are the useful additional features (such as the save and load, the gamma manager) when I created the Iray Smart Converter for Genesis 3, so it was really a long time ago. Initially I had made on that time a "one single tab" interface with all properties made very compact, and it was almost over but now is still sleeping in my dev folder because it would have been too hard for beginners. So I re-did everything from scratch with the additional challenge to make it compatible from Victoria 4 to Victoria 8, and bug solving after bug solving, I ended up with that!
And I'm very happy to read you because I know I reached my goal, and that this will help a lot of people, so... It really warms my heart! Thank you!
I am very glad that you did not give up and that you put in the effort to make it user friendly, because of that Skin manager will make it easy for everyone to improve character skin to their preference. And most important it is so fun to use.
FYI: V3Digitimes was able to let me know that she is unable to access the Daz site right now. She can't get to the store or forums. She'll be back to answer questions as soon as her connectivity to Daz is restored.
Hello,
Purchased your product and installed however I can't seem to find it when I open Daz. Is it under some menu or something? Thanks!
It's under the Scripts area under V3Digitimes
So in the second tutorial, the 2 hour one I see you accessing these other tools, a folder filled with a bunch of colorful icons... I don't see those included with your product so wondering what product that is and do I need it?
Watched all almost 4 hours. Quite instructive. Thanks so much for all the info and tips!
I'm not sure which icons you are referring to, but is it the one where she is copying maps from one channel to another? That is Map Manager. Of course, you can load the maps in the other channels manually, so you don't NEED Map Manager, but it sure is another useful tool!
Thank you!
Hello, I am back online! A server was down a few hundreds kilometers after my home, which prevented me to access a several websites, amongst them Daz Studio. Now it seems to be fixed, it is a luck it could have been much longer, and I am going to rush to buy the Aiko stuff!
Thank you Barbult for letting people now I was "rejected from Daz site" (lol, initially I feared they had banned me for to many connections), as well as for the answers for the questions on this thread.
RAMWolff, you are welcome, and thanks for your feedback (and for your answer to PhilosopherKes), I'm happy I could prodvide such information and tips. No, don't worry, you do not need the Map Manager at all to make the same things as in the tutorial. If you want to map a property with the maps already used on another property, you simply have to click the map slot of this property on each relevant surface, and pick up the right map in the maps list, or you can load it. I used the Map Manager in the tutorial because it is much faster to have it done automatically, because I did not want to waste time doing this manually, so that I could spend more time on the main information.
If I buy the product and change shaders, does it save the changes to the scene I'm working in, or does it save the changes to the Runtime/Textures folder, or do I have my choice? You see, if it's a permanent change, I'm afraid that I won't actually make improvements to the shaders that an artist released with his or her product. If it's just saved to a scene, I don't have to worry about that. Or, can I save to a scene first, and then later make the changes permanent? I don't want to uninstall, delete, download again, and reinstall a character due to changes I've made that I later think have damaged the product.
It saves the changes ONLY to the current scene.. You can change the shaders, and then save either your scene, or save the result as a material preset. It NEVER touches the runtime folder.
Ah, OK. Good to know. Thank you.
You said this product is for Generation 4 through Genesis 8 figures. I have some David 3 and Michael 3 figures and textures, to which I applied a Genesis shader system, which I think makes them render better in DS iRay. Now, you also said that if the figure didn't fit into Generation 4 through Genesis 8, the product would not work. What I'm wondering is what does it check? Specifically, if I have applied an iRay Genesis shader to a David 3 skin, would the product "think" that this was a Genesis figure and work on it? Or, does it check something like internal names, so it would see that David 3 is not a Generation 4 figure? I'm just trying to guess how much usefulness I'd have with the product. It does sound wonderful, but I'm just trying to get determine if it might handle David 3 with a Genesis shader.
Where, by the way, is the tutorial thread? OOPS, I found it. Sorry.
No it cannot, the script first check the figure generation I order to be able to work on the right surfaces. And very old figures like this are not included in the list of compatible figures. So if you are using only David 3, the product is useless.
What are the advantages of this product? Why would someone need it?
Are there presets for different types of skin? Like normal, glossy, wet, very wet, sweaty, etc?
You don't "need" anythng but practice, imagination and limitless patience.
What this will do for you is speed up your practice and reduce the "limitless" part to "reasonable". I use this tool for virtually every character I do. I recommend you get the bundle, the tutorial is very helpful and will teach anyone a lot.
Hello. To answer your questions : this product is a tool. Its aim is to have the most efficient workflow as possible when you customize or create a skin shader, both on the skin tone side and on the glossy look side. People would need it because they feel like spending more time on the whole scene set up and creativity, and less time on skin shader adjustments. Furthermore, the skin management is not only faster, but also much more clear easier because the key properties are organized by category.
There are not presets included, knowing that you can reach an infinity of presets thanks to the interface. Creating a preset which would work on any figure, or any generation, under any light and camera settings is possible (maybe not all generations), of course, but the result of such a preset is necessarily far less good in term of quality from what you can reach when you customize the figure yourself for the exact render you want to make.
Thanks for your answer Evilded! And for your very nice comment about the tutorial!
I already had often this feedback of people who, just like you, almost always use this skin manager when they have a figure in their render. But I can also understand that there are people, like liplin for instance, who don't feel like adjusting a skin themselves but using prefer presets. It's the difference between homemade cooking (via interface) and fast food (via presets). Both can taste good. But homemade cooking offers more possibilities.
Yeah I bought this and this exactly as advertised. It is basically a plain language + neatly ordered tool to manage skin qualities, so you dont have to tweak endlessly with the material settings (unless that is your thing)
Thanks V3Digitimes!
You're really welcome!