Knowledge Base/Selling: How does it work, and how do I get paid?/Publishing Products

How do I prepare my 3D model for sale on TurboSquid?

John Boudreaux
posted this on May 13, 2010 04:40

These guidelines will help you prepare your 3D model for maximum sales on TurboSquid:

  1. If your model uses 3rd party plug-ins, such as V-Ray, create a version of the model that doesn't have these plug-ins. 

    Many customers do not own 3rd party renderers and other plug-ins that you might have used to create or render the model. While you might want to sell a version of the scene that includes these plug-ins, you should also make a version available that doesn't have these plug-ins. If you use the VRay renderer,  Click Here to see what we tell our customers about this plug-in.

    Some customers want to render a model exactly as it is shown in the previews, so it is helpful for you to leave cameras and lights in the scene

  2. Create images to display your model to customers.

    Create several renderings of the model showing it from all angles. You should also create at least two wireframe images to show how the model is constructed. Create the images as 1200x1200 JPG or PNG images to make them look their best on TurboSquid. These images are called thumbnails. One thumbnail will be the Signature Image, the image that shows up in Search results. To make your thumbnails really sell your 3D model, see our Best Practices articles Signature Images and Wireframe Thumbnails.

    You should also create two or more turntables of your model. A turntable is a series of images that a customer can play as an animation in the Product Preview. Turntables have specific requirements that you can read about here.

    If you use a third-party renderer to render your thumbnails, you will need to state this in the product's Description when you get to the publishing stage. We recommend that you also render some thumbnails without the plug-in renderer to avoid misleading customers who don't own the renderer.

  3. Note the polygon and vertex counts for your 3D model.

    This information will be necessary when you publish the model. It is a common practice to render images with a subdivision modifier to make it look its best, then remove the subdivision modifier for the deliverable version you will publish at TurboSquid. This is perfectly acceptable as long as you state this in the description. Even if you leave subdivision in the model, but make it easy for the customer to turn it on and off, you can state the polygon and vertex counts of the model without subdivision.

    If the model was created with NURBS, polygon and vertex count are not necessary.

  4. Choose a price for your model.

    Look at comparable products on TurboSquid to determine a reasonable price for your model. More complex models with better textures will sell for more. Customers often equate price with quality, so don't shortchange yourself.

  5. Consider export to additional file formats. 

    Making your 3D model available in a variety of file formats will greatly increase your chances for sales. If you're unfamiliar with the usage of a file format, try exporting the file then importing it back into your software to make sure it works. You can also look at other products at TurboSquid that list your software's native file format, and see which file formats have been used. For example, if you're using 3ds Max, search for 3ds Max models and note the file formats commonly included with these products. 

    Click Here for more information on file formats.

  6. Package the models and textures for easy download.

    You will need to create the actual product files in such a way that the customer can get everything he/she needs easily. The best way to do this is to create a ZIP file for each file format, including the model itself and all its textures.

    For example, if you started with a MAX file of a boat and exported it to the 3DS and OBJ file formats, you will need three ZIP files, one for each file format, for example: Boat_Max.zip, Boat_3ds.zip, and Boat_Obj.zip. In this case, each ZIP file should also contain all the textures included with the model. Many 3D applications have an archiving or packaging feature that will create a ZIP file for you that includes all the textures in the scene. 

    If your textures take up an extremely large amount of space, such as 5x the size of your model, you can put them in a separate ZIP file and publish them as an Accompanying Product File in Step 5 of the Publisher. Note that this method is useful only if each model file references the same textures. With 3DS files, this is often not the case. Click Here for more information on limitations of 3DS files and texture names.

    Whichever method you use, it is not necessary to include the thumbnail renderings in the ZIP file, though you may do so if you wish.

Now you're ready to publish your files for sale. 

 
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