How to package a model to sell?

Discussion started by assetally

Hi everyone,

I new 3d artist here looking to sell their first model. I have completed (almost) the model and I was looking for some direction on how to prepare it to sell. I am wondering what formats people want models in (FBX, OBj, BLEND, etc), if there is anything I should be aware of, and any common mistakes when preparing a model to sell. I designed it in blender and then textured the models in substance painter.

Thank you for all the help!

Answers

Posted over 4 years ago
7

When you finish model , set it up as you like (you can upload model w/wo material setup , w/wo textures etc.) If you have textures, create single folder, in that folder create another folder named textures and put all textures there. In blender applay textures (from that "texture" folder) onto the model in such way that when you open .blend file textures are automaticly loaded and applied onto the model, save model as .blend in that same folder where texture folder is. Than using winzip or winrar zip texture folder and .blend file. This zip file you upload here as model in it's native format in this case blender. Repeat this for every format you can get out of blender that's not problematic (obj, fbx, dae etc etc). Problematic= bad normas, bad scale, unnesecery triangulation etc. Render some preview images for presentation here on cgt but I think that's self explanatory. I'm not a blender guy but I think principle is the same. Good luck.

assetally wrote
assetally
Thank you tons! I will make sure to do that.
Posted over 4 years ago
4

The most popular file formats on CGT currently are still .max (3dsmax) or .ma (Maya). However, Blender is gaining popularity as well. Just be sure you offer FBX and OBJ along with it. As for the .blend file format, I think PhantomDesign covered everything regarding textures. However, Blender offers the unique ability to pack all external data into the .blend file, and this also includes textures. You will still need to include the textures in a folder for your other file types like OBJ, and I would include them anyway, but I usually pack all textures into the .blend file so there's no confusion or user-end problems when opening the file. It may reduce user-end errors and complaints when it comes to texture maps, etc. Just go to File > External Data > Pack All Into Blend if you want to do this. Keep in mind, it will increase the file size fo the blend because every external file will now be contained in the .blend itself. I've found it's a good way to distribute a Blender file.

assetally wrote
assetally
That's a good idea, I'll make sure to package all the textures in the blend file. I don't want to confuse someone and make them have to work harder to get the textures.
luxxeon wrote
luxxeon
Yeah, I think it's a good option. I think one of the most common complaints about other file format are in regard to textures not loading. Sometimes even if you use relative paths, and you place the native scene file in the correct location when zipping, the end-user might still find a texture missing or incorrectly named, or whatever. It's usually caused by the end-user moving the native file somewhere on their hard drive after unzipping the contents, but if could also come from the seller renaming a file or not placing the textures in the right location, or changing paths to "relative". So packing everything into the .blend takes care of all that and the user can move the scene file to any computer or any folder on their drive and it should still open with everything intact. If they want to make changes to textures or replace something, they will need to UNpack everything, but that's easy to do as well.

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