Blender

Blender

Sel Mar 5, 2017 @ 3:03pm
Places to post & sell models and assets
My question basically is "Is there a site that I can go to sell & post the models and assets I've made"? Don't let the amount of hours I have on the steam version of blender fool you. I've been spending many hours in the past couple of days practicing on the version of blender from the official site.
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Showing 1-7 of 7 comments
still__alive Mar 5, 2017 @ 7:43pm 
There is the Unity store, I think Unreal has an asset store too, might be wrong about that one though. There is also an official Blender store too, I think. www.turbosquid.com is the last place I'm aware of. Hope that is useful information :steamhappy:

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.
Last edited by still__alive; Mar 5, 2017 @ 8:11pm
Sel Mar 6, 2017 @ 3:42pm 
Thank for the replies you two. This actually helped.
tripmix Mar 7, 2017 @ 2:57am 
Some tips about selling 3D models.

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.
Sel Mar 8, 2017 @ 7:43pm 
By any chance do you have experience in creating normal maps for blender? And if so, can you give me a couple tips on creating my own custom ones, and external software that can possibly make the process easier? If it's not any trouble for you.


still__alive Mar 8, 2017 @ 7:51pm 
Don't have much experience with doing normals yet. There is a program (free) called xNormal that I've messed around with a couple times. Don't know if it is any easier than doing it in Blender. I think I liked it a little bit better than doing it in Blender. Can't really offer much beyond that though. Here are some links to look at though:

http://www.xnormal.net/
https://www.youtube.com/results?search_query=baking+normals+blender
https://www.youtube.com/results?search_query=baking+normals+xnormal
Last edited by still__alive; Mar 8, 2017 @ 7:52pm
Sel Mar 9, 2017 @ 3:34pm 
Thanks for the reply, I'll check out that program.
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Date Posted: Mar 5, 2017 @ 3:03pm
Posts: 7