38 Comments on "Unite 2016 – One Year In: My Experience Publishing on the Unity Asset Store"
Um, its not weird to take the tax from the seller instead of the buyer – thats how most countries outside of the USA do it 😉
Not sure if true but maybe if its more generic it will sell more, the more generic the better.
even tho I like the dragon it just wont fit my game…
Is it normal to "just" texture. In my job hunting experience a 3D artist needs to know modeling, texturing, rendering, and at least some animating.Forgive my ignorance, but isn't texturing essential coloring? Like you take a picture of a brick wall, edit it in photoshop, and use it as a dragon scale texture or something?
Would a better business model be to get a small team together? So get 2 modellers, 1 texturer, and 1 finisher, and pump out high quality assets?
+KayGeeCee Yes, although an artist is still absolutely required to start the ball rolling. Sometimes my molder does it, and often I'll do the base texturing in Substance Painter.But Designer without a base texture is not a proper workflow, really. The results would be very very bad.
I guess to "re-use the asset" would be a better wording than to "cut out an artist" XD
In his talk, he mentioned using Substance – that allows him to provide procedural materials/textures that the user can customize via parameters to generate many variations of said material. That workflow is a way to prepare an asset (in this case a material/texture) for procedural use, and will allow you to "cut out" an artist for that asset after it has been produced.
Nope, that's not what modern texturing is, not even close 🙂
This seems to be much more about the experience of an asset store middleman than asset store developer. Which is much less helpful to most developers out there.
I think he is saying that because you hire people to do the modelling and animations. Not sure that he realizes that the texture and material work that you do is one of the main selling points of your characters.
just a great developer with awesome products. I have the dragon, gargoyle and one of the packs ( elemental, wyrm, mushroom and plant)… and I guess now I have the bomber bug 🙂 The serpent-guy and devil are next up. But just the quality and continuing additions are amazing. Things like the addition of particle effects and concept art after purchase was a huge deal. Nice presentation but honestly it was a bit disappointing. I had hoped your sales would allow you to ramp up production.
Awesome presentation! Thank you.
What a rip-off… Refusing to pay artists extra for the right to resell their work.
+Infinity PBR Fair enough. The way it was worded in the talk led me to different conclusions. Sorry for the misunderstanding.
+Infinity PBR In what way?
+FernestHall My comment was based on the impression I got from a part of this talk, that the presenter thinks an artist doesn't deserve to be compensated extra for an extra right to resell their work separately. And the way I see it it's treating artists unfairly. Attacking a person instead of his argument doesn't do you any justice.
The premise of your comment is wrong.
+Utilized I just wanted to say how the system works (i.e.: What he does is not wrong. It's standard). I guess you just wanted to complain or be edgy or something. Nvm then.
+Utilized Licensing is not contractual work. He hires the artists and isn't licensing the artists future work, which he requests. In this constellation the artist doesn't even have the copyright regarding the work."Asking for a fair price" He didn't even tell the price and you don't know the volume of work, the quality of the artist or other factors. If some say "Not worth it", while other say "Sure, I can do it", why in the world would you blame the contractor? Contractors (persons and companies) are the ones, who make it possible to work as a freelancer.
The Infinity assets are top notch. The dragon,devil and barbarian packs are amazing.
I like this guy too. He's pretty cool. He's also me, so I may be biased 🙂
I looked at the assets and they mostly use .js I guess? wouldn't it sell more if you had c# scripts. Just a perspective. Thanks for the insights, and talk.
I think the current wait period is 5-15 days or so, but is often more depending on holidays/conventions.
Would you say it is easy to sell on the asset store, if the product is good? e.g. How long does it take to communicate with the asset review people? When do they refuse an entry?
Hah, nice 🙂
Thank you for the information !!
In CodeChannels.com, you can learn to code by watching videos and stay up to date with latest code shows, events and tutorials aggregated from various leading developer communities.
Copyright 2016 By CodeChannels.com All rights reserved.