3D assets and models

Hi there i have some question to some experienced modelers / asset store users ,
the question is bout models posted in asset store or any other site where u can buy stuff, so is it really profitable ? i dont wanna make big cash out of it obviosly but some extra cash wont hurt either :wink: , does this make sense to analize asset store make some assets that are not in the store and post it there ? , does ppl acually buy from it ? , and besides asstet store there are websites selling models too - any coments there as well ?

thx for ur time reading this :slight_smile:

I can comment on Asset store vs TurboSquid and similar sites. Unless you are able to make top notch film quallity models (preffered characters) go with Asset store. Usual sale rate on those external sites is very low and even that revenue is oposite from Asset store 70-30 percent instead 30-70 for seller.
And with selling on Asset store you are supporting one of best indie engines out there, with selling on TurboSquid you are supporting greedy managers from that site, who give little in return except the profit you make.

Hmm it depends on what you submit. I have a few models for sale coughclickonsignaturecough and some of them sell a few copies a month, and others do not.
I think you must foresee this quality bar… or at least things that people really need for their project. If your model doesn’t meet certain minimum requirements of quality or usability, I fear that you’ll find very hard to make any sales (even at low price).
A friend of mine had this single spaceship laying around his hdd, and he decided to test it on the asset store… he set it like $2 or something. Didn’t make a single sale! Buy later on he submitted this cool character with tons of animations, and he sold a few copies (and hey, it served as cross-marketing for his spaceship model and sold a couple of them as well)… but it’s hard to get noticed lately @ asset store, it has been growing a lot, competition is fierce and mighty! (But I think it’s a lot better than turbosquid if you want to make 3d game models).
Long story short, give it a try and see for yourself! If you submit a model and it doesn’t sell right away, don’t lose faith. Think about it this way, you can always increase quality and content to your package, and play with the price as well. Soon enough you’ll start making sales. Good luck :slight_smile:

Thanks for reply’s it helped me :wink: yes i know makin models for asstet store will be difficult selling just as u said its hard to fit model in project but who knows maybe there will be a project that will need some baisc stuff to fill in. As for quality i cant model characters im hard surface modeler with my 1st year of profesional experience in industry :wink: im wonderin if to make it simpler just act as freelancer but yeah i will check that out :wink:

Couldn’t agree more with that.

As a artist, you won’t get rich with the Asset Store. But it’s a nice passive income stream anyways.

Models can sell a few times per month, and if you have a good amount of them, that can be nice passive income. But I think what really sells are scripting solutions and unity tools.

thank you for your tips :slight_smile: will do my best :slight_smile:

I have some models for sale on Turbosquid. I have made $60 so far.

These are my models:

http://www.turbosquid.com/Search/Artists/elijah3d?referral=elijah3d

well to tell you the truth u have 4 models rest are textures… the models dont look very complex or AAA Quality people buy this stuff?

any more 3D artists who sold something in Unity asstet store ?

I currently have a single pack on the Asset Store.There are months where I get many sales and months where I get none.

If you really want to make a lot of money as an artist on the Asset Store you should(based on my point of view) respect the following:

1.You should always make packages of models instead of single models(I’m talking about environment/props here).Packages tend to sell better because they are made in a similar style.Also,from a customer’s view,buying separate models would cost a lot more than buying a pack.
2.You can’t make hundreds of dollars/month by selling a single package(unless you’re a genius Artist^^),so it would be better to have more packages in order to increase the monthly income.
3.And there are the usual necessities here:re-usability,quality and optimization of the models which can really spike up the sales!

But that’s just my point of view,coming from a hobby-ist,hopefully future full-time artist :P.
Good luck!
Thunderent

Tons of people buy assets of the AS. Some of them are great quality, you just need to make sure of what you’re being before you do, that’s all.

I have an environment pack which sells, a single textured and animated character which sells, and a texture pack which does not sell. - low poly iphone stuff. Sells well enough that I’m thinking about pimping out the AS with more low poly stuff this year.

thanks for the reply’s :slight_smile: it helped me a lot :slight_smile:

The experiences of other AssetStore provider won’t help you much, because it comes down to different factors like the quality of the assets, how you market them, quantity, your customer support, updates etc.
So everyone will tell you a different story. Some make a living with a single package while others make nothing with lot’s of assets in the store.

The only way to find out how profitable it is, is to actually put your own stuff into that store.

Yes it is as you say but its worth to get as much opinions as possible :slight_smile:

So, is there any reason not to submit assets to other places (in addition to having them in unity store), besides the risk of supporting greedy menagers?

i assume that people who buy packs on turbosquid etc aren’t unity devs so they wouldn’t be aware of packs’ existence if packs were available just on unity. they would never get to buy them.
So even with ridiculous rates (40% on turbosquid and 33% on the3dstudio.com) using as many sites as possible seems more profitable to me.
Or is there something that i’m missing here?

To me, there is not a lot of reason to sell elsewhere, because currently my assets are for unity only. Increasing the number of sites that sell them would just increase the aggravation of having to update and manage multiple sites. If you are targetting more engines than unity, likely you would want to go to a few other sites to support those engines, but expect your support costs and time to go up. Unity users will almost always look at the Asset Store for their assets, so all you are doing (if you support unity only) is giving away money by selling it on other sites that give you less return.

yeah, i can see it being pointless or difficult in case of selling scripts, shaders, plugins etc.

This topic is mostly about models though. And lots of 3d/2d game assets that people sell aren’t dedicated to any specific engine, even if they won’t look exactly the same in all of them.

The thing is, in my experience the other stores (tsquid, etc) aren’t really game specific, so your game-ready, lowpoly model simply gets lost among the hundreds of similar products. As a result, it won’t sell well.

Also because some game models have quite some technical requests (poly number, texture resolution, skinning, animation stuff), and small errors or unreadable format can make it totally bad for the engine, I think people usually don’t like to buy models for engines from general model sites. Converting one format to another is a PITA, makes errors, pipeline is a mess, etc.

The unity asset store solved this, since models and other stuff there are sure to be unity-compatible, and that is an incredibly safe feel for the purchaser, that the model will surely be useful. Also the asset store is moderated, in theory you can put up a cube in tsquid, add a picture of a high-poly character, and charge 200$ for it. Though you will be banned after that, actually nothing prevents you from doing this.

I have some models on Tsquid, and some on asset store, and even very similar products sell much better on the asset store than on the squid.

And assetstore gives 70%, squid 40%. Sure, squid handles the support, but assetstore lets you get in touch with your customers, which can be a bit more work, but also a lot more rewarding (you get more feedback, connections, etc).

So I totally stopped uploading anything to tsquid. If I would do models for advertisements, films, etc, then it would be a better place, but since I create stuff for games, it is far better platform to me.

Yeah, I am waiting on the CryStore too :slight_smile: