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Edit: You can also make models or skins for games like Dota 2, CS:GO, and Killing Floor 2, and IF they select your asset to sell, they profit share with you. That Chivalry game is apart of this program too I think, although that game is supposedly dead I hear. Their upcoming Mirage game will probably have it too though.
Always specify it is a 3D model they are buying and not a real whatever the model you may be, especially on turbosquid. Customers can (and will) download your file after paying for it, claim they thought the download was shipping information and request a refund. After downloading your model. Turbosquid even got briefly accused of human trafficking because people thought the 3D models were real people.
If your selling on the unity or unreal asset store be prepared for language barriers, in which it is often easier to tell the customer to send you the project file, fix it for them then send it back to them.
Turbosquid sells a lot of .3ds files, you cant sell 3DS files without a commercial license.
If your 3D models aren't inticrately detailed / overly complex don't expect sales. Freelancers / studios look for models that save them time not money. They also look for a permissive license so that they can modify the files if need be. If a coffee table your selling is nothing more than a series of cubes joined together well thats easily modelled by anyone.
Look at the people selling on blendermarket. They are all either "known" or quite prolific in the small blender community. If nobody knows who you are then expect a quick auto-reject. And I am sure the people screening applications would like a few free samples on blendswap to inspect the quality of the model.
All about the quads topology should mostly be quads. Avoid tris and ngons where possible.
And mind the UV maps also. Using a checker texture material on your models gives you an idea of the UV map (and possible customers)
I'd avoid doing skins and stuff from already existing games, if your looking at 3D as a possible viable source of income, and all you got to show in your portfolio is a bunch of skins from existing games. Nobody is going to take you to seriously if you look for work at an actual studio.
http://www.xnormal.net/
https://www.youtube.com/results?search_query=baking+normals+blender
https://www.youtube.com/results?search_query=baking+normals+xnormal