How can I promote my work

Discussion started by TSB-STUDIO

So I've always wondered how I can get my work out there for potential customers, but nothing work no matter what I try. Is it that I need more experience, or do I need to spend more time on my models. I need some good advice.

Answers

Posted almost 2 years ago
1

Can you tell me why you are not uploading wireframe images? Because that way, you have little chance to say.

TSB-STUDIO wrote
TSB-STUDIO
I've never really thought about it. but thank you ill start doing that
Posted almost 2 years ago
0

Create high quality and up to 5 images of your work. And it's important in wireframe images. You are not selling image files here. Buyers want to see the structure of the models through wireframe images. I hope this will be useful.

TSB-STUDIO wrote
TSB-STUDIO
definitely thank you
yassinardi wrote
yassinardi
WHAT IS WIREFRAME BRO?
Posted almost 2 years ago
2

Your models seem to be quite good and you seem to be a competent model-builder. You will need more models with a signature style to begin attracting attention. More importantly, you will need to take a broad look at what people are doing with various kinds of 3D models - in games, in advertising, in landscape architecture, and on hobby sites where people buy models to make amatuer scenes for their own enjoyment.

For example, one thing that I think is happening over the long term is that hobbyists who once used sites like Daz, Renderosity and Cornucopia are growing older and beginning to pass away. So the market for inexpensive "props" for amateurs making scenes and renders for their own enjoyment is starting to go away. The younger people who might have replaced them are instead playing computer games, and their derived form of hobbies focus on printable collectables of anime figures and the like. So, as an example of a "trend", the "inexpensive" 3D marketplace is shfting from utilitarian "props" of every kind to sculpted, printable figurines of every kind. Right now, if you had sculpting skills, you could probably sell almost any figurine based on the latest Avatar movie.

Anyhow, you need to sit back and take a very long look at what things people who traffic in 3D models seem to be doing with their leisure and with their professional time. It would be important to consider whether you want to go after the professional markets of some kind (interior decoration, landscape architecture, jewelry creation, etc.) or the ameteaur markets (gamers, collectors of figurines, spaceship enthusiasts, cosplay people who need costume components, people who want a one-off piece of jewelry for a loved one, etc.)

Also, you need to be a good student of the technology and its changes. For example, for the last ten years, semi-photorealistic character models were at a premium, and sold well because they were relatively hard to make. But over the last year and a half, technology has changed so that animateablecharacters can be made by almost anyone. When these kinds of technological changes occur, the model-builders that survive are those who make unique, rather than utilitarian creations. Those who can develop a distinctive and attractive style. So, for any well established market for props, if you want to work in that area, you need to focus on developing a unique style. (For example, if you want to make models of guns, you'll need to find a niche of some kind (old Soviet guns, WWII German guns, old USA Wild West rifles) because there are thousands of 3D gun models in the 3d world - most overpriced by now. Alternatively, you can chose to work in a developing area of technology where the work is hard, the tools are incompletely developed, and the products seem over-priced as a result. Truely high-definition characters (rigged and with facial animation possibilities), high-end jewelry design - partner with a professional jewelry designer, become a specialist in mass character creation and movement for archtects needing to render buildings with crowd scenes, and those sorts of things. Basically, you move into a field that is currently "difficult" and then start producing a good suite of products at a price somewhat below what it costs you to build just one of those kind of things in that field. Your profit comes from becoming very efficient (lowering your own cost) at building some kind of thing that is cost ineffective if you only built one product - within a field that is new - developing - somewhat difficult - and typically where the 3d modelling tools are not quite what they need to be.

TSB-STUDIO wrote
TSB-STUDIO
hey thank you for your feedback I'll definitely take it into consideration.
3dgtx wrote
3dgtx
Quote: "For example, one thing that I think is happening over the long term is that hobbyists who once used sites like Daz, Renderosity and Cornucopia are growing older and beginning to pass away. So the market for inexpensive "props" for amateurs making scenes and renders for their own enjoyment is starting to go away. " I only hope, Foxy 3D or the owner from RenderHub won´t read that :-) They would feel very angry about that comment. There are truly a lot of "young enthusiasts" on their platform buying "un-expensive ready to go" contents. Saying that, I mean even these contents you have describedm the "one-button-click-self-installing-mods" for DAZ or other packages. So, there is definitely a market for these buyers too, but as I wrote, they need "one-click-solutions", those are neither professional developers nor serious 3d designers who need contents just to relieve themself before milestones or deadlines. Another thing you mentioned was characters. I noticed that too, and in my opinion characters is a such fast developing market, that I myself even don´t might to jump in. Better to wait till a technology lock is in sight. The only what is worth any efforts, is to PBR scan characters right now for poses-collections. That might work well for any type of ArchViz and 360 degree Virtual Event Venues, which got an important impact over the last 2 years. However, to scan characters you not only need a good equipment (I have already a 5D Mark 3 with Gitzo tripods stuff in my studio) but the ral challenge is to pay the people their quite high model contract costs.
Posted almost 2 years ago
2

A good way is to upload a turntable to Vimeo. On one hand, you give a potential buyer a possibility to view your asset in 360 degree, on the another hand, you get indexed by Google. Vimeo is unlike many other "social media like platforms", in example Instagram, a indexable platform. That means, after uploading content to Vimeo (you can use the default account without any costs), your thumbnail will be indexed and shows up in Big G´s search results when someone is searching for an explicite or broad keyword. Therefore, tagging, keywords and alos a description of the video with some important - asset relevant - keywords are quite important when uploading new contens to Vimeo.
Instagram on another hand as example, is not compatible at all with Google. Google does not index any image related contents (your rendrings, artworks) within their serch engine. Vimeo became an important part of my own Offpage-SEO strategy in last months, and my opinion is that it is worth the additional effort.

Forester wrote
Forester
Good suggestion and a good answer to the original question.
Posted almost 2 years ago
0

CgAmp, do you think Youtube works the same way as Vimeo in terms of indexing?

3dgtx wrote
3dgtx
I honestly don´t know for sure. On one hand G and Utube go hand in hand and it seems G does index most video thumbnails from Utube. On other hand G shows in the very top of search results even a short turntable with a dumb soccer ball - straight from Vimeo - together with real life products and payed ads. I´ve never seen the same with a vid uploaded to Utube. It could be, that Vimeo is paying G to show their vids with priority without to let it look like payed ads. They have a lot of pro-suscribers, so a lot of money to pay for that. But whatever you chose, keywords and right setup is crucial after uploading.

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