how to generate hard surface kitbash

Discussion started by mahmoud-parsipour

Hi everyone

I am producing Hader Surface Kitbash products.

My strategy is to produce parts that have a lot of use and I offer them in different sizes as lowpoly and highpoly and I plan to increase their number in the next products to meet most of the needs.

Do you think this is a good way or not?

https://www.cgtrader.com/3d-models/space/spaceship/lowpoly-sci-fi-hard-surface-kitbash-429-unique-pieces

Answers

Posted about 2 years ago
1

In my opinion, I think you are spending your time in the wrong place.

Your first image is great, 12 products. Most 3D artists can adjust these to the other 429 pieces you made by moving the vertex points as they need for whatever width, so personally I think you have spent a lot of time just adjusting the sizes when the artist will do that anyway for their own purpose.

If I was in your position I would make more kitbash kits with 12 products instead of 35 variations of each product, this way you can output more content, piece together more kitbash kits and sell more content with less small tweaks and producing more items. For example instead of making 1 apple with 100 variations of that apple, I would make a fruit stand with apples, pears, bananas, etc. Within each fruit type I would maybe do 4-5 variations to break up the repetition.

mahmoud-parsipour wrote
mahmoud-parsipour
Thank you very much for your time, your answer was very useful
mahmoud-parsipour wrote
mahmoud-parsipour
If you were a buyer, what factors would you consider for buying such products?
3DCargo wrote
3DCargo
I recommend you look at other kitbash kits and see what they offer, find a niche that suits you. So an example someone may sell kits of background buildings/dwellings, having a good variety is key to break up repetition when doing ariel shots etc. If these dwellings have a relative plot/land size (width/length), pivots, orientation etc it means the customer can swap them out on the fly and know that everything will run as clock-work - no needing to manually rotate things into place, move them if they are overlapping etc. Second thing is content variety, again personal to your overall scheme - what will the next package you release do to add to this - so if I was shopping for the dwellings and then Im like hmm it would be nice to have a range of parks or shopping centers that match this style to add in quickly that could be the next package. Im using these as an example you can swap that out with anything such as a spaceships to suit your sci-fi theme or different weapons etc. Only you know the things you want to build, when doing kitbash think ahead of what content you want to sell and create that idea, then break it down into chunks, then make sure each chunk has good value and variation, then start the journey to making it happen.
3DCargo wrote
3DCargo
you're welcome
Posted about 2 years ago
0

Resizing doesn't make a model unique and in general this item is not a kitbash, it's just a few simple similar details.

Here is an example of real kitbashes that can be used in the works: https://vitalybulgarov.com/3d-kitbash

mahmoud-parsipour wrote
mahmoud-parsipour
Thank you, so more variety of parts and not changing sizes can solve my problem? If you were a buyer, what factors would you consider for buying such products?
Posted about 2 years ago
0

Thank you all
So far I have understood my biggest problem.
But please answer two other questions:
1- What would you recommend for the parts to work well with each other?
2-If you were a buyer, what factors would you consider for buying such products?

Posted about 2 years ago
0

1. Load a base mesh (it can be an arms/legs/head/skull or whole body/car body/plane/ship, etc.) and create 5-10 parts for each section (as a section there can be muscle/bone/body parts/wing). The main thing is that everything should look solid and smooth. In addition It would not bad to increase the level of knowledge in anatomy/mechanics and hydraulics.

2. The main factor when choosing a kitbash is how much it can speed up the work. In a good kitbash it should be intuitively clear how it parts can be used.

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