I’ve been working on a collection of 3D models for personal use (around 4000 models so far) all modeled myself in blender to a unity friendly 2000 poly _lod0 going down to around 400 _lod3 poly count
Furnature and electronics of all kinds beds, tvs etc based on real world items but with small changes and no brand names
All modeled to real world metric size (M,CM,MM)
All models have a 1024x1024 ambient occlusion texture
i wanted to know if i pushed the model count upto 5000 models and made a unity asset you guys would be interested in purchaseing for around £4 or maybe £3 for all the models.
i think its great for small teams or individuals that want to make a game but dont have the time to make their own libary or are more a programmer then a modeller
what you think? to much a price for an object pack or not? and are you interested in such a thing?
in .blend format so you can edit it if you feel you need too
5000+ models with 3 lod levels
Ambient occlusion textures (1024x1024) for all models
they wont include full textures because a good game dev would texture himself to suit the assetic of his/her game
and a libery that will constantly expand and keep up with unity developments
Show us some pictures. What other texture maps do you have, how about specularity and normals?
I’m usually one to say people charge too much for their content on the assetstore, but 4 pounds for 5000 models seems incredibly low. £100+ would be perfectly justifiable, £20 I would consider a bargain. Jesus, 5 thousand models with LODs.
Depends on the type of models, what exactly is in it. But even if there were around 20 - 30 of the 5000 things I really like, 20 - 30 dollars would justify already for those 30 models. I think your best bet would be to split everything up in different categories, charging about 20 to 30 dollar for about the same amount of models would even be a fair trade. This should work better than the whole pack for a few hundred bucks (however, you could offer combo pack or give a discount for everything)
Again, it really depends on the kind of models (are they large objects or very small detail objects?) and of course the quality. You could post some screenshots to show what exactly we are talking about here
its not really about the money for me. hence why im just gonna throw them out there for nothing
I know the hard work that is required in making models to fill up your scene instead of spending time on the background features of your game.
Maybe i will bump it up to £10 or something but as i said im not after the cash i just wanna become a key figure in the asset store.
when ive put all the models together i will most definately add normals and specs. it wont stay at 5000 though, it will keep growing aslong as my own collection of models increases.
ive also been working on a Ultimate health system which simulates Health, Hungar, Thirst and illness which i may just give away for free
Still need to see some samples of this massive models you have made. Without them you have no clue on how people will react or even if it is worth your time putting them online.
4000+ models is a lot of models! Biggest model pack ever. I would question the quality given the quantity, but I’m sure people would be interested, especially since the asset store doesn’t always have common household items.
They have a fairly high quality count. Models like display units have individual draws
and in _lod0 the draws have interiors so you can animate your character taking stuff from draws. in _lod0 i try and get as much detail as i can in a poly budget
in lower lods i remove interiors to reduce polycount and complexity.
i havent really surfed the asset store properly even though ive been using unity for 1 year + now because i just make my own shaders and models. i didnt know there wasnt many large model packs on there, thanks jrocket
It depends on the quality, and I don’t mean the poly count or resolution. I mean how presentable and efficient/performant the models are. Are they good enough for me to use in a product? If so then yes I’d use them and, as others have said, would be willing to pay significantly more than you’re suggesting. If they aren’t good enough then I wouldn’t bother even if they were free (my prototyping needs are generally well enough ok).
Like others, I’m interested in seeing what you’ve got on offer. 4000 non-trivial models with 4 LODs and textures is quite a lot of work. Bolstering it by another 1000 before selling it is in itself a great deal of work. How long will that take you? Even if you’re going to put a full time year into it that’s less than half a day each for LOD’d and textured models.
To be honest, what you’re saying sounds too good to be true. If it’s as good as you say then don’t undersell yourself. Also, I’d suggest considering breaking it up into a number of smaller, themed packs. I’m likely to not even bother looking at a “5000 random 3D models” pack, but I may well indeed buy a “150 factory props” pack if I happen to be making a factory. And if they’re good I’d then stop by to check out your other packs if I happened to be doing anything where they would or might fit. So you’d not only potentially get more attention, you might then make multiple sales with each customer.
Clearly for the price it is a great deal. My only thought is that it is really an impractical amount of individual files, looking at it just from importing/using/browsing. I think it is a fair guess that most projects would only a small fraction of them. Regardless what the quality it is, it could still be very useful.
I would suggest that if you are going to make a pack with this many models, arrange them in logical nest folders from biggest to smallest groups with descriptive names.
So like
or whatever works best based on the actual contents. This would make it very easy to quickly exclude large chunks of files that don’t need to be imported for a project or at a time. The import window is a pretty rudimentary, and if say I needed to use just a couple of chairs on a particular project, I might be quicker to build them myself rather than sit and deselect each of 4998 objects (plus mats and textures) that I don’t need. And importing the whole package would most of the time, but just too much extra in a project. (especially for browsing objects/textures/mats.)
Looking forward to seeing what you produce, having a deep library of common assets right at hand would be a great resource.
Dont worry zombiegorilla they are already structured because as i said in a previous comment, these models were originally from my personal projects but ive decided to sell them to the community.
If you want…at somepoint next week i will upload a sample pack with 10 or so objects for you to look at and test. just keep an eye on this thread and i will post it
after alot of you said i should split it up into indivial smaller packs rather then a large 5000 pack, i may just do that
Cool, great to hear. All to often a asset store from the asset store will have everything dumped in a single folder or odd places mixed with demo files and other random stuff. Over 30 or assets is a pain. 5000 (plus support files) would be a nightmare. Splitting is a great option as well.
@zombiegorilla they wont have color textures. They will only come with details, speculars and occlusion maps
because most people developing a game would make there own color texture to fit in with there game asthertic so it would be a waste of my time and increase the package size by adding a color texture
i may go as far as making a youtube vid, aswell as a demo so i can show off animations and the performance increase with the lods
because in _lod0 there will be sub meshes for each draw and handle for animation purposes
An example : a chest of drawers with 6 drawers with single handle knobs
_lod0 will have a mesh for the general shape, 6 submeshes for the drawers and 6 submeshes for indidual handles allowing handle twist and open animations to be easy. This creates a few draw calls which as we know have performance impacts
but in _lod1 it will have 1 mesh for the shape 1 submesh for drawers 1 submesh for handles + reduced poly count
Which is gonna reduce the draw calls by alot
with lods your rarely gonna have more then a few meshes at lod0 at one moment
Less talk, more pictures.
I have yet to see these 4000 models in action
I hope you know you created quite some expectations with such big announcements.