Daz3d developer license for $150 buchs < rev under $100,000

Covers Daz Original products. No subscription fees on pay as you go assets.

http://www.daz3d.com/indie-game-developer-license

Really i dont undersantad the mechanics. You pay that for use DAZ characters, ok I understand that. But when you download the soft you need to download a loooot of stuff.
Could you explain alittle?
Do you use this? do you hace some “in game” screens?

Edit: I add one more question: What about the rig? can you get an unreal-compatible rig?
Annd another one =) : what about polycount?

Thanks for the info :slight_smile:

This is good news. I like your videos regarding Daz3d.

I wonder how far away a Genesis 3 figure is?

https://www.youtube.com/watch?v=7fa4CrWbNn8&list=PLdZkA3-ZuRm9cKjqQz90gjJnf2YS5svdP&index=28

It is an extension fee to anything that you buy as a Daz3d original that can be pumped through Daz Studio. Better known as a vending machine license that also covers the use of the Genesis alpha character model that you can use to generate “any” kind of character you wish manually or by using injectors. More or less you buy art assets as usual, things like body and face morphs, at the store price that is limited to render only but to expand the scope of the license you drop another $150 bucks into the vending machine and what you purchased can now be used as a working game asset (Daz Originals Only).

What you could do with a DS to UE4 pipeline would be something like this.

Hold up if i buy the license does that mean i get a script or an exporter for daz to ue4. Or is this a contract saying i could use their model?

The latter. It’s a license. DAZ Studio already has an FBX and Collada exporter, but the skeleton won’t (I’m guessing) be compatible with the Epic skeleton.

Let me ask you this then. Since 4.8 came do you think it alot easier to import daz model to ue4? Or do we still have to import daz model to a third part software like autodesk change then import it to ue4?

So my problem with Daz3D’s game licensing remains as it used to - it only applies to the Daz3D released stuff, not any of their third party vendor content (which is the best). It’s also just not terribly indie-friendly at all since you still need to pay the base rates (or sometimes even more) to use them for your game, rather than a discounted rate.

With prices that tend to be closer to $50 or $100 for any given asset, and going up from there, it’s too painful on the wallet for indies that would benefit most from it (those with an art bottleneck/no art talent).

Huh? Where did you read this?

Daz3d has sales all the time and serve up freebies in both asset and software as well as there is a vast resource of CC0 game ready content. The thing is Daz3d has been eying the game industry as a supplier of content/ready made assets and no disrespect but DS is already what Mixamo wants to be as in what 3ds Max/Maya is to Blender.

Better still it does not cost you a cent, no subscription fees, to try before you buy and what you think what you might need as to licensing can be deferred to when your ready to release your game.

Mr.FrankieV can i ask you a question. Ue4 4.8 came out and daz also release their 4.8. Can i directly import daz models to UE4,or do i still need a third party software like autodesk to do it?

Static mesh import fine and it’s skeletal where things are going wrong but Genesis 3 should solve the problem by exporting to the more compatible per-link weighting. The 3ds Max workaround works as you can tell the skin modifier to weight all vertices.

Have not tried DS 4.8 and still using an older version but I’ll be giving it a go in the next few days so we will see.

Genesis 3 though is going to be a monster as it can output both morphs and cluster shaping.

Genesis 3 is coming out when?

The problem with DAZ is that you have to export the stuff from Daz Studio (DS).

And Daz Studio has very weak export. It has many bugs since many years and they don’t have interest in fixing it. Each week there are posts in their forum about bugs but nobody cares. They do not make their money with game stuff, so they don’t care. Also, they regularly create new versions of their base model (Genesis 3 will be next). At that point you have to buy everything again, because they make sure nothing is compatible. Also, export for older versions get even more buggy as soon as a new generation is out (e.g. V4 export in DS3 was much better than in newer DS4.x).

They once had a game dev forum. But mostly rants there about stuff not working and about their exploitive business decisions that are not in the interest of the users. So they closed that forum instead of listening.

And they make terrible decisions to make you buy the same stuff multiple times. E.g. each new figure has new UV layout even if it makes zero sense. So you have to buy converters or stuff you already have once more. Their texture atlas tool has huge problems since ever, they don’t care. I could go on for hours about problems in DS and their business…

I have a game dev license since many years. Would not buy it again…

Well the old stuff still works with the old stuff and there are tools in DS that helps old stuff fit the new stuff but since when has game development ever been problem free. If it was that easy one could buy “Developer in a box” at S-mart. :smiley:

As for exporting static mesh exports just fine and skeletal meshes import fine into 3ds Max and Motion Builder (along with a few other apps) so the problem is not with Daz3D’s FBX exporter but with Unreal 4’s importer so if one really wants to do a direct DazStudio > Unreal 4 then Epic has to fix it on their end. It would be nice if Epic did jump on the Daz Studio bandwagon as I’m also interested in doing some animated shorts and not just use UE4 to make a game.

P.S. I still use PhotoShop 5.5 because it does the job that I need it to do in hand.

I’m skeptical about Daz models, but used to love Poser/Daz back in the old days. Where are you finding information on Genesis 3? Just curious. At the moment I’m planning to use photoscanned models.

Darlings video blog.

I like Daz Studio as you can use it to prototype system design with out the need to have the finish art in hand. What maybe over looked is not only can you get stuff out of DS but you can put stuff into it that over comes the limitations of even the big ticket applications. A good example is 3ds Max’s morph modifier is limited to 100 shapes. Using DS one can use the morph loader and load up as many as needed.

There are rigging and skinning tools as well but I’m not up on their use as well once set up one can even do player animations.

Overall with out sounding like an ad DS is well suited as part of a low or no cost solution as part of any UE4 pipeline, that includes low cost 3d mesh editing, that becomes apparent based on a need and not obscured by first impresions.

there are a ton of goodies hidden in DS. it does take some learning and it would be great if there was more up to date learning materials available. also it would be fantastic if it had a autodesk bridge.

for the brave, you know you can create your own figures for DS with an epic compatible skeleton and all the tools are available to retarget any of the content over.

There is some cool stuff in the shop, but not much is usable under the commercial licence, its a good point frankie makes about buying the licence when you release said content in a commercial product, i couldn’t see how long the licence lasts though and its gone back up to $500 now

Well you only need the license extension if you plan to release a game. If you want to say render out the character as a sprite sheet or make a tree billboard that is covered by the consumer license in hand.