hello my friend any body has experience in this field and make money from selling objects? if we model published game asset or some fan art asset for example we model a gun exactly that exist in a game would it be any problem for copyright?
I thought i did this post earlier but when i tried to submit i got logged out of pcount and when i logged in i did not find my thread so i think it got lost. I haven't touched my copy of zbrush in well over a year, and i don't think i will any time soon. so i was considering selling it off and trying to get get some extra…
Selling my old 13" Cintiqreally good condition, no scratches. some additional nibs and a screen protector includedi taped some velcro on the back to mount it on an arm, but it should come off i would prefer if the buyer is from the EU. no new accounts.300€shipping is on youyou could also pick it upGermany, Wolfsburg…
I use CGtrader and Turbosquid mainly to sell models, and because of the heavy traffic in Turbosquid i have sold more models there but there royalty rate is low. I work as a Texture Artist at MPC, so selling models is like an extra income for me.
Not entirely sure if this belongs here but, here goes anyway I would like to introduce a new initiative. I've just finished setting up a website which allows modelers to sell their stuff. Not like other sites charging an arm and a leg on commissions or other fees. But totally free. I've set it up as such that you can enter…
Thinking about making some models to put up for sale on TurboSquid and I was curious if anybody else here has done so, and what their experiences were. - What subjects usually get the most sales? - What type of models tend to sell better? (realtime vs hi poly) - How long do sales usually take to trickle in? - Is there any…
Hi guys, I'm selling my almost impossible-to-find Samsung XE700 which has been reviewed by many 2d and 3d artist as a "portable mini cintiq". It's the most powerful version with 128 gb SSD, i5 cpu. RAM has been expanded to 8gb DDR3 and battery refurbished two months ago. It's this…
So I started this project a few months ago in order to fully follow a AAA character production from scratch. My computer not being that powerful, I sort of started off at a PS4-like objective in quality, with options to upscale it with a subdivision later to match today’s standards. For now, I have done the sculpt, the…
I've been really interested in selling assets in the Unreal/ Unity market place for about a year now, but whenever I start looking into the logistics and technical side of things (setting up the demo scene, file organization, continued support after release) I get overwhelmed and the up front labor costs seem to outweigh…