I've been looking around at what people sell assets for on turbo squid, 3docean, Unity store and a few others.
It seems that for the most part people are selling lowpoly assets and characters at very cheap prices. Many are 10-30 USD.
I haven't really seen much that's up to the quality that I see here on polycount. Do nicer models not sell or does professional quality cost too much?
I was thinking about selling assets this way but I don't want to spend a ton of time modeling, texturing, rigging, and animating for a 20 dollar payoff.
I know the assets can be purchased by multiple buyers, but is it worth it?
Replies
1. you're selling to a crowd. this isn't the same as offering a bespoke service to a single client. where they want a unique asset that nobody else has. potentially hundreds of people will be purchasing your asset.
2. it's a gamble. you need to decide on what break even point you're willing to work by. there are plenty of people who make a decent living making hats for TF2. it's crazy but it happens. so you really need to make an asset that everyone will love, and want, at a price that "it'd be stupid not to" buy at. that way you're going to sell enough of it that you'll still make as much money as if you were making that bespoke asset for a single client.
For me, if i where to make a model, texture it and what ever and put it up for 20$ sure i'd be underselling myself, if it was a one time purchase, but sell 3 of those at 60$ i'd call that a profit.
And its up on turbosquid for life.
What i tend to do is anything that doesn't make it onto my portfolio i just chuck it up on turbosquid.
Set a goal for yourself and make assets that allow you to reach that goal.
My personal goal is $40 per hour. So, if I work eight hours on something I need to make $320 to reach my goal. I keep 70% of the $20, or $14.
$320/$14 = 23 copies sold, or about 2 copies a month spread over a year. This is a very easy goal to achieve if you choose the right genres and an art style that lets you work fast.
It takes a few tries and some mistakes to figure out what sells and what doesn't. Making lots of small packages spreads your risk and averages out your ROI.
I think I'll have to get onto researching what sells in these markets.