Interested in making 3D assets, need your opinion. Thanks!

Hi

I am a 3D Visualiser who is interested in making assets for the asset store. I have never done any modelling for a game engine before and your feedback would be really appreciated.
I usually model in 3DSMax and want to experiment exporting to Unity.

What type of models would you like to see available on the store? In what categories are the truly useful ones?

What are the features that annoy you in the packages on offer? What are those you like (lod…)?

Many thanks

Mat

Hey Mat - welcome to the Unity community! :slight_smile:

To answer your question - it is my opinion the very good asset providers perform their own in- depth research on the asset store and go in one of two directions. They either find that niche area where they know they can provide great support and product based on their own expertise, or they find a hole in the store that they can fill to provide developers with a solution to a need.
And secondly - the best providers have packages that can work together, that compliment other packages they provide.
An example of this is protofactor offerings. All the creatures they develop could be used seemlessly with any other package they create. They provide a high quality product, and the quality is consistent throughout all there packages.

Thank you for your reply.

You are absolutely right that I should be doing my own homeworks and I realise I am coming across as lazy and wanting to take shortcuts, which is partially true because I mostly devote my time to earn a living as a freelance Visualiser.
I apologise about that.

I did have a look at the assets on offer and it strikes me that there is a huge amount of very high quality products but they seem very niche.
I am familiar with website that sell models for CG and very often, it is difficult to find items that are very useful but seen as boring by most. Things like electric plugs, light switches and basic items can be surprisingly difficult to find! We all prefer to model exciting stuff. Of course, I am not thinking about modelling this sort of things unless someone expresses a specific interest.

What I want to do is model something that would genuinely be useful to as many people as possible, not just a model to show off skills and that would remain unloved in the asset store.

I agree with you about consistency and I will check protractor out!

Thank you.

Some mistakes that people make with their first package

  1. Scaling - I unit equals 1 meter. This is especially important for buildings and doorways. If you are unsure, either use the Ethan model from the standard assets or make a cube that is 1.8 units tall inside Unity to show the height of a human.

  2. Pivot point - For items that are placed on the ground, it is best if the pivot point is on the ground, preferably in the center. Having a pivot point outside of the object makes it a pain to put into a scene and most of the time forces the developers to child the object to an empty item.

  3. Project organization - It is best if all of your items are inside of a folder, and then have a few folders inside that for Models, Textures, Materials, Prefabs etc. On that note, set up prefabs in your package. Many people don´t mind doing it themselves, but you will get stars knocked off of your rating by many people who ´demand´ prefabs.

And in my opinion, another mistake a lot of people make is using a unique art style with small packages. If you only create a few dozen items with a unique art style, it is very difficult for any game to use those items. If you are going to use a unique art style, the pack should be pretty big, otherwise stick to realistic or another very common art style that a developer can easily mix in with their current project. There are a ton of really beautiful packs on the store that simply can´t be used for a game.

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Agreed. Thank you for your advice.