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Is there anywhere I can get some sort of estimation of what people earn on Turbosquid/unreal marketplace/whatever?
I can match the quality in the landscape sections, but it wouldn't be worth my time for 150$/month
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i'd say it's around 4
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>>638004
Forget Turbosquid, their royalty percentages fuck artists who don't sign the exclusivity agreement and even then it's nothing special. Way better to split your products between websites that have good royalties ( 70% and above, e.g. CGTrader, Unreal Marketplace, Unity Asset Store ). Keep in mind that just starting out you won't earn shit, however, with time, as you build your model collection, do some simple marketing and in general offer good quality stuff, I wouldn't be surprised if you'd earn a 1 - 2k/month if not more. Some top earners on Unity Store bring in ~$30k/month although these are teams of creators that put out huge amounts of assets a single person jsut couldn't manage. Whatever you decide, please don't support the pieces of shits that are Turbosquid.
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>>638040
Thanks for the reply. I didn't know about CGTrader yet. Super new to selling my stuff "in the open".

>I wouldn't be surprised if you'd earn a 1 - 2k/month
hmm I'm pretty skeptical. There doesn't seem to be that much content in the landscape sections, and it's generally not very high quality. I think more people would be churning out half assed terrains if it earned them even 200$.
>Whatever you decide, please don't support the pieces of shits that are Turbosquid.
I'm planning on being on most sites. As long as it adds to my revenue and doesn't require a ton of extra work, I don't really care what their rate is. Of course I would never sign any exclusivity bullshit though. Would probably have to set higher prices on TS though, so that I get the same money regardless of where someone buys my shit.
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>>638040
>Whatever you decide, please don't support the pieces of shits that are Turbosquid.
I agree with the sentiment, but I still put things there. I estimate an appropriate price for what I make, then apply each site's royalties on top of it, so it's balanced in the end. I know Turbosquid have this bullshit "best price guarantee", but it only applies as long as the item offered is the same in other markets -- so I just change the texture a bit (bless Substance) for each site and let them fuck themselves.
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>>638048
>Turbosquid have this bullshit "best price guarantee"
So if I sell an asset for 50$ on TS and for 35$ somewhere else (where I get a bigger cut), TS can randomly decide to sell copies for 35$ too?
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>>638050
Yup. https://support.turbosquid.com/hc/en-us/articles/360000703811-TurboSquid-s-Best-Price-Policy
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>>638060
good to know
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>>638046
You're not wrong by being skeptical, sometimes shit doesn't work out or takes a long time to do so. I don't have experience with full on landscape sales, so I can't tell you how well they sell, however, there's nothing stopping you from taking separate pieces of the environment and selling them in packs - trees, rocks, cliffs, bushes, grass, etc. You can multiply that by creating, for example, multiple vegetation packs with different native origins, Northern Europe, Africa, South East Asia, etc. you get the idea. Always keep an eye on what's already out there so you put out stuff that people haven't seen yet and try to always offer a product that's above the competition in terms of quality. And yet again I have to emphasize - this always takes a long time, the people I'm talking about who bring in thousands of dollars monthly have been doing this for at least a couple of years with collections of several hundred assets on offer.

As for the prices, TurboSquid only offers 40% for basic sellers, to match the royalties of other websites that would require a significant ramp up in prices which will make your assets a lot more expensive than the one's of your competitors. it might work, but I wouldn't expect good sales at all.
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>>638127
>thousands of dollars monthly have been doing this for at least a couple of years with collections of several hundred assets on offer.
Ah, ok, that makes more sense. Thanks for the info

>offer a product that's above the competition in terms of quality.
I wonder what's more profitable; matching the 30$ stuff but selling my stuff for 20$, or being a little better for 40$. I can do both. I see a lot of barren landscape assets in the 10-30$ range that I could do in just 1-2 days.
Or putting in real work and going for the 100$+ range

>I wouldn't expect good sales at all.
Neither would I, but if it's just one more place to upload the same files it doesn't really matter.
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Does anyone have experience selling/freelance work with textures?

I'm thinking about buying substance designer. Any other programs you could recommend?
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>>640868
MARI
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>>640868
Depends on your work. Substance Designer is great for tileable texture / material creation which can be sold in a neat package in marketplace, however I don't know how well they sell. For individual model texturing / painting Substance Painter is great, mainly used in gamedev while MARI is a lot more present in film / VFX. The tools themselves don't matter that much, the main difference comes from what works best for the job.





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