Selling Models

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LeonRegis
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Selling Models

Post by LeonRegis »

I'm growing and start thinking of win money beyond what I do for my father, so I've been thinking in selling my new models. I'm creating a lot of new stuff and with a good quality, so I would hear from who sells models if they win money, something above 30 dollars, also if people really buy models and things about price etc..

If I'll sell models I'll do it in trueSpace format and .OBJ but for that I would need to have Froo's Importer/Exporter and it costs 20 dollars (ok 19.90 :mrgreen: ) and I don't want to lose money, so I have to be sure that I'll win at least 20 dollars. :roll:

Also I'm not sure about sell.
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Re: Selling Models

Post by splinters »

Maybe you could post a few thumbnails here so we can see the quality?

I tried selling the Ducati model you get free with tS....never made a penny and eventually donated it to Caligari... :D

Can be tough out there.
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Re: Selling Models

Post by nigec »

Selling a model can be like trying to sell an 80's car or motorbike, these things are worth money IF someone actually wants it, you could model an awesome Honda Fireblade but A/ someone needs to find it B/ have the money and C/ not change their mind and go for the slightly cheaper one
Plus then you get the "dealing with the public" syndrome, with whinging and complaining :roll:

Your best bet is to do low poly game packs with props and stuff for levels, those kinda things are always useful
I have one or two DAZ scenes and to be honest the quality is pretty crap considering the amount you pay, i just do my own now
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Re: Selling Models

Post by compPanda »

splinters wrote:Maybe you could post a few thumbnails here so we can see the quality?

I tried selling the Ducati model you get free with tS....never made a penny and eventually donated it to Caligari... :D

Can be tough out there.
Whow. If someone that does such good work as you, Splinters, have a hard time to get anything sold, then I see a problem.
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Re: Selling Models

Post by splinters »

Like nigec said, if anyone wanted it desperately they might have paid big (and it was in the early days of turbosquid). Tell you what, I will put it on again with my Buzz Lightyear and see what happens.
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Re: Selling Models

Post by LeonRegis »

I'm developing spacial things, rockets, launch pads and modules. I will sell it really cheap because I really doesn't matter about the money for now and I know that I can't trust in it as a fixed income.

I probably will ask prodigy to include my pay models as prize to the MMC, AMC and some for the SMC. I think he will like, or not.

Thanks for the help, splinters keep me update of the Buzz sells. :mrgreen:
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Re: Selling Models

Post by Steve »

http://the-weevil.deviantart.com/journal/26995978/"

Little article I wrote about releasing models, it can apply to selling them, especially as you need to sort out liscencing terms. A couple of thigns I didn't mention were, if you're selling them cheap, you just won't get your money's worth in terms of effort, and the buyer being able to re-use that model. Unless your models are really well known you won't REALLY get credit

Example, they use that model in a game, you weren't directly involved, you won't get endoresed perhaps as well as you should have, especially if it's a low key, but profitable game

I'd be careful about selling models, even more so than offering them for free as you have been doing
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Re: Selling Models

Post by LeonRegis »

I don't need to get credit, I don't do models to sell, I do to use I'm saying that I would pick those models I did and sell them cheap for get some money from something that I did with will to win money.

Thanks for the article!
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Re: Selling Models

Post by Steve »

Except you DO need credit, even if you don't go seeking for it. Simply, it's illegal to not be given credit for any work you created, it'd be classed as plagarism (I know there are exceptions to that rule), otherwise you could potentially be cheated out of more money, especially depending on how you work your lisences. If you put down "you don't need to credit me", plain and simply, that is bad business right there and you will get painted as a big easy target, leaves you well and truly open for someone to come along, claim the work as their own, and even potentially put the models up for free elsewhere. They make a game with one of your game paks and start selling their product, you are entitled to royalties if you get your lisences right, more money, more credit, more credit means you're more well known, being more well known means more potential buyers, which means...more money, even if the credit isn't for you, its for others.

Example, the music industry, we've all illegally downloaded songs before, same sort of thing, except for you could make a massive dent.

Especially how cheaply you're selling them, do you believe that you'll be making such a profit that it's worth your time making all these models? and if you make your models so quickly, are they of high enough quality to be considered by potential buyers? Price tags scare people off, no matter how small, in fact, tiny price tags are even worse sometimes. Just ask froo with his fluisim importer. If you're just lobbing all/the good models you make onto the web with a small price tag on it...I'd think again, the good models I make I want up my sleeve, not slapepd and painted on everybody else's work, that way they're MY models, and benefits me in the longer run.

Turbosquid the models if you're serious about it, someone might buy them, but I'd like to hear from others who put their models, materials, lights, textures, whatever up on turbosquid to see if it does actually work
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Re: Selling Models

Post by splinters »

I also believe they recently changed their commission rates...taking more than usual!!
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Re: Selling Models

Post by LeonRegis »

Yep, you are completely right. I need to get a day and write my license, also I would like to hear more about members experience in selling models.

Thank you very much!
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Re: Selling Models

Post by Finis »

leonregis wrote:I don't want to lose money, so I have to be sure that I'll win at least 20 dollars.
Wrong mentality for a real business. There's no sure thing. Correct mentality: cost/benefit analysis and risk management. When you attempt to earn money in an entrepreneurial way you take a risk. You must invest your time, effort, and almost always money, in your attempt to create a situation where you can earn profit -- where your benefit is greater than your cost. You try to minimize the risk that you will fail.

Like my wish to sell my models, you aren't trying to start a thriving business but are hoping to get a little money from your hobby. For that I'd say just do a quality job on your models, check prices on similar models, and put yours on trubosquid or such. If you get some sales then great. If not then you had fun. You do have a opportunity here to practice and consider business concepts though.

Just hoping for a little money from your hobby is very different from a real business and some of what people write here is about real business.

With your energy and motivation you would probably do well in real business ... if you focus your efforts and finish projects. If you want to be more serious about it, make models specifically to sell, then consider the advice you'll get and the ideas behind it. So far you have learned:
- Trying once and giving up doesn't sell models.
- You have to sell something people want or need.
- A specific example of something that sells (Game packs).
- Your products have to be affordable to your customers.
- The value of research. (You asked for info. here).
- Things of poor quality can sell. ("quality is pretty crap" = opportunity for you to be competitive with good but affordable quality)
- Things of excellent quality may not sell for what they are worth or have a very small market.
- Publicity. Customers have to know about your product.
- If you don't do something because something might go wrong you avoid all the benefits of doing it.
- There will be trouble.
- That I have too much time today (snow, no work) and so I'll type all this stuff.
- That I (Finis) should utilize my time more effectively than writing long posts here.

Consider theft. The model can easily be duplicated and distributed without you benefiting from it. (I find it amusing how people who think they are entitled to programs, models, etc. for free are suddenly very interested in protecting property when it is theirs.)

Learn from other people's successes and failures, and your own, but don't take their singular stories as reason to proceed with your plans or not. Someone failed where many others succeeded means you shouldn't try? What to try and how to do it is the question.

I'll report in this forum on my efforts to sell my models.
Last edited by Finis on 08 Jan 2010, 18:50, edited 1 time in total.
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Re: Selling Models

Post by dreamcatcher107 »

I have been a self employed Architect for over 20 years, well versed in 3D virtual architectural modeling and now becoming involved with organic modeling and animation. I can give you the insight I've gained and hope that it is helpful.

Rule Number One: don't just give your creativity away. It is a valuable commodity that can become a professional service if approached in that manner. I started out providing preliminary architectural design presentations at no charge in order to match them with a proposal for architectural services, through which I would develop construction documentation. I was willing to show them my talent at a time when other Architects wouldn't pick up a pencil unless there was money in advance. I would NEVER leave the designs with the prospective client as I new full well he could simply take them to a competitor and 'shop' my fee structure. It was successful and word of mouth spread based upon my creativity. I have never had to resort to advertising.

Rule Number Two: build a client base as you develop your skill sets. Sell your ideas more than you sell yourself and your abilities. The general public has a great deal of difficulty visualizing in three dimensions. Images, sketches, and virtual models help them to understand the relationship of dimensional space. This has an inherent value to them. All you need to do is keep your eyes and ears open for an opportunity to turn a chance encounter into a client, network with related professions and show prospects that you can provide them with something they lack and (in your opinion) sorely need.

I could go on, but these two rules are what has kept me successful.
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Re: Selling Models

Post by Finis »

Thank you Dreamcatcher. I'm taking notes!

You have caught two dreams that I have too. Well, a dream and a hope. I first attended college with the intention of becoming an architect. Unfortunately, I simply had no talent for it so that is a dream. You are self employed as I hope to be.
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Re: Selling Models

Post by dreamcatcher107 »

You are very welcome and thank you in return for the accolade. The Architecture Programs are difficult and designed to 'thin the herd', if you will. I still remember my introductory assembly, telling each of us to look to either side and realize that only one of the three would remain at the and of four years. Bear in mind that this was 1980. I am sure it has become more rigorous since that day long ago.

I can provide further insight if you wish it. I am not one to impose upon another, but have a 16 year history serving as a Board of Directors Officer with the pre-emminent Fraternity for architecture and the allied arts, Alpha Rho Chi. I mentored many students and emerging professionals, and still do so to this day. What worked for me is what I learned from fraternal brothers and those I came into contact with along the way. I don't see any reason why you, as an allied artist couldn't benefit from the same train of thought.

I'd first suggest you invest in a copy of 'Leadership Tactics of Atilla The Hun", by author Wes Craven. It is an inexpensive purchase, a quick read, and something I continue to refer to every so often. It contains stories that Atilla might have told his Huns about the campfires about leadership and motivating others.

If there are more 'Rules' you'd like, just let me know. Best of Luck in your endeavors. I'd rather sell pencils from a can on the street corner than go to work for someone else. Times may be tough for the design industry, but the client base has kept me afloat - barely. BTW, this modeling project started as a concept which I 'pitched' to a prospective client and fellow horseman. In my opinion, he needed a new logo image, website and marketing presentation to promote one of his horses. He 'bought in' to the idea and I am working through the learning curve on his fee.
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Re: Selling Models

Post by LeonRegis »

Thank you guys, I'll post the kind of work I'll sell and how many it will cost, as you said this is just a way to make profit of my hobby. But all those tips are very useful and I'm going to use that even in this small business, maybe I start with LUVV Exporter (I just forget the name) and then if I encounter problems with the meshes, I'll buy Froo's plugin.

I don't plan to create game packs, so I think that I'll not earn money at all, but it can change due to Unity discover, that I'll try to learn the faster I can!

Thank both of you very much!
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Re: Selling Models

Post by Finis »

Thanks Dreamcatcher. It was 1979 for me at the University of New Mexico. Although interested and motivated my creativity just didn't run that way so I thinned myself out and switched to computer science.

I'd rather sell pencils too but for now I have to get a bill paying job. I'll think of it as supporting efforts toward self employment.

Good luck Leon!
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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Re: Selling Models

Post by 3dfrog »

I sell some models at turbosquid. I have only a few up and have only made like 28 dollars so far. Not such great sales, but I'm gonna put more up when I get a chance and see how it goes. Yes they take 60% of the sale, which is kinda high, but they are the biggest 3d model store around and invest a lot into their site I think. It is a very good site. People seem to like the directx and collada versions of my models best. If you wanna sell there I suggest you invest 60 bucks in ultimate unwrap 3d as well. So you can test your models and save in many formats. directx and collada straight out of ts is not friendly to many apps, but if you run it through uu3d it is. Best of luck.
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Re: Selling Models

Post by marcel »

It is difficult to win money if you don't want to lose money at the begining. even after 30 years of work i know the best job to win money are those witch you are not sure to win money until your work is finished. it is the price of the risk when you work alone without be sure to have a salary. the quality of a 3D model will not earn more money than selling an idea. therefore, have a profession is more important than controlling the 3d. use 3d as a professionnal tool or just for fun.
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