This is the finished product. Something of this quality how much would it fetch for on Unity Asset Store?
Also is there any purpose for things like VRAY and IRAY renders when doing game design? I am assuming the model is just exported without paint and just grey? and its actually rendered in Unity or UE4 or whatever?
100% sound logic here. You’ll want to be careful you don’t go head to head with the auto-industry legal department.
On the model: It actually looks very nice an sleek. You’ve mentioned before that you use 3dsMax/Maya to work on models. Did you use spline modeling to create this piece or some other technique? I’m only asking because we have some vehicle models in our game (albeit sci-fi and flying) and I’ve been considering the spline technique as it seems to be pretty standard among car modelers.
My best guess would be the OP didn’t create this model, but rather screen-grabbed it from a tutorial or something. Most of his questions have been about getting started with modeling and selling content and/or pirating others’ content, so I wouldn’t expect any kind of meaningful response.
Imho not for indie devs. And using Vray renders to showcase 3D assets on the assetstore probably is a bad idea that could lead to negative reviews.
VRAY and IRAY are for rendering, they don’t export the model. I don’t understand the question. For cars you might want to use special car-paint shaders. I’m not sure how far the standard PBR shader will get you, but I don’t know enough about car related stuff to really know.
Like @Ryiah said you couldn’t sell this anyway.
Like a minute of searching will tell you, this was done in maya:
And the final render might have been done with some 3rd party render plugin or the default maya renderer, I couldn’t tell. I didn’t watch the entire video, the artist lists Keyshot on his website, which is a rendering tool.
No need to be a smart ass, no where did I say I created it, and nowhere was there even a hint that I created it. Infact the part where it says speed modelling was I think a dead giveaway that it was a youtube speed modelling video. I dunno just tossing out some ideas there.
It was obviously a tutorial and a pretty damn good one at that.
I think my OP should have been pretty obvious that I wanted to get an idea on how much that would cost if I could create something like then I realize I can’t legally do so unless BMW agrees to which I am sure they won’t.
Ha! Close one ;). And super ironic considering the context: I can’t even watch the video on youtube because the rights to the music used in the video are apparently handled by the GEMA and their model of collecting and redistributing license fees is incompatible with most online services. So youtube just completely blocks videos containing certain music in Germany. The message I get instead of the video is:
“This video isn’t available in Germany, because it might contain music owned by UMG, for the use of which we could not come to an agreement with the GEMA so far.”
But let’s not dwell on those issues again, and let’s focus on making the OP rich with the least amount of work .
I honestly think the assetstore is a good thing, pretty much for everyone involved. I really do!
But I also think that it is kind of a trap for both users and content creators. It creates the illusion that you can just buy everything for a few bucks and replace every skill you might lack that way. It suggests purchases to be “smart investments”. But really the way I see it, the overwhelming amount of things bought on there will never be really used, ever. I already try to limit myself to high quality general purpose assets that are useful for many future projects, and yet I didn’t really use a single one of them and also didn’t get closer to releasing a product because of any single one of them.
And I believe for content creators it can be a trap too, because it makes it look as if this was a sustainable market and job option to make a living from. But I think that for every one of the few that live off asset store sales, there are a few dozens that got so little money for their time investment that it actually could be considered a heavy financial loss to have offered the asset.
I wouldn’t say I’ll never ever release anything on the assetstore myself, in fact I’m tempted to just try it and see for myself how it turns out. But I’d be aiming for things that are highly generic and don’t need any kind of support from me. Car 3D models don’t seem like a solid time investment to make money from to me. There already is much competition and not everyone is making games that need cars.
If you have the skill to create models and renderings in the quality of the image linked in the OP, I’d suggest to just do regular freelance 3D visualization work outside of the games industry. I’d be surprised if that didn’t pay a lot better.
Too bad Unity has no info displayed on how many times this car was downloaded or numbers sold etc
would have been great to know how much of that model was sold so I could have an idea if this plan to create and sell 3D models on the unity store is a pipe dream or not.
Thanks while I can already create some stuff in Cinema 4D, very basic stuff like vase and table I was curious as to the kind of money one could make off unity asset store but I guess its difficult to get an accurate answer as so many things are involved.
I guess the only way to know is to actually put out something and find out myself.
I am working on a car, its a basic model and nothing fancy like a BMW which seems really difficult to do with all those curves. I have also noticed that Blender is faster than Cinema 4D. But C4D has the most user friendly UI and MAYA the most disgusting UI. But as time goes by it seems the fancy UI of C4D becomes meaningless as I see myself looking to use shortcut keys rather than moving the mouse to click all those fancy icons.
I see why people here said Blender was just fine. You would think a $2000 USD cinema 4D would be this big difference but it is not. The Cycle Render in Blender also supports GPU CUDA rendering in my GTX 760 something Cinema 4D does not have. So the $2K USD software is actually inferior to Blender out of the box.
You can take the number of reviews as a minimum amount of sales and look at the highest rated assets on the store. Some have over 1k ratings. If anything has only 5 total ratings I’d guess it didn’t sell well. I’m not sure though. There is no way to know for sure. You could always just kindly ask an asset creator if you are really curious.
Also you really should look beyond the asset store for 3D assets. Diversify! Look at other discussions on other forums as well:
And check out the blender marketplace. Not sure if it still does, but it used to publicly display the sales numbers of assets. Most were pitifully low. I originally applied there with an asset, but was declined. Seeing how little sales they generate I’m almost glad that they declined authorizing me as an asset reseller.
This is a rendering of the asset that I proposed as a work in progress example of what I was going to sell:
I would never buy content from you. From reading most of your past post and topics you posted, you’re a liability. Sorry to sound harsh; but it’s the truth.
I disagree, perhaps offtopic. It’s worth noting that the price you can sell something at depends on who the seller is. Do they make frequent updates? Are they active? Are they reasonable? Trustworthy? All these things affect how much I’m willing to spend on an asset.
Prime31 assets are worth the premium because you know you’ll get top-notch support and continued development. @ is new and unproven, he doesn’t have name recognition. We don’t know anything about him professionally. It’s not to say that he isn’t all those things, but in reality we don’t know; therefore, it’s a higher risk buying assets from him. Leading to a lower reasonable selling price.
The reputation of the seller directly effects the selling price.