Wednesday, March 31, 2021

Wall-Mounted Switch Panel

 Versatile Wall-mounted switch panel - Sci-fi, marine, factory etc.

Low-poly model, PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.

Please Note: This model contains holes. 3D Print at your own risk.


See more here on CGTrader or here on Sketchfab








Tuesday, March 30, 2021

Bi-Dome

 So, staying with sci-fi I thought I would knock up a quick bio-dome. The eventual intention is to make a ship with several on it in the near future. For now, this will do...

Planet based bio-dome.

Low-poly model, PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

The glass texture is 512 x 512 to save space

Maps Include; Base, Normal, Height, Rough, and Metal.

Please Note: This model contains holes. 3D Print at your own risk.

See more here on CGTrader or here on Sketchfab









Monday, March 29, 2021

Sci-Fi Cargo Ship

 This model is designed to come-apart. The cargo holds are one piece and can be removed and used in a scene. Also, the magnetic clamps can be made to animate to grip the cargo holds.

Cargo-holds + Clamp sections can be multiplied to have as many as you like.

Low-poly model of a science fiction orbital cargo shuttle.
Hand-painted using Substance Painter. PBR - AR/ VR
Google, Unity and Unreal Engine Friendly
Game-ready
Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding
Maps Include; Base, Normal, Height, Rough, and Metal.


Please Note: This model contains holes. NOT for 3D printing.



You can see more of this model here on CGTrader, or here on Sketchfab


You can also download the material I used on the materials download page entitles "Space-Orange".








Friday, March 26, 2021

Independent Game Development


A Brief History

 Although I've spent a good proportion of my life in the field of engineering of some form or another, I started my adventure in the software industry in a parallel fashion, much the same as a lot of game developers do today, way back in 1983.

Things were very different back then and to become a game developer you did need a lot of backing. No Steam, Switch or other online sign-ups. No free advertising on social media. No finding fellow artists or coders from around the world with a quick request on Twitter or Reddit. It was hard work and very, very costly.



You didn't only have to plan your game, write the code, probably do your own graphics and sounds, but you also would have to design the artwork for the box, source your blank cassette tapes, find a copying station, organise distribution, arrange all the advertising and much, much more. Just working out the price tag for your game from projected (hopeful) sales was a miracle to behold.

Because of all these reasons, most of us would sit in our bedrooms with a pen and paper and our top of the range ZX Spectrum with its impressive 128k memory, bash out a game all on our own and then go through the long and arduous journey of submitting it to a software company in the hope they would be willing to take a risk.

I sat in many an office back then, while someone told me thanks, but no thanks, and once in a while they would wheel in the lawyers who would screw you out all your rights for a chunk of cash you thought was a good deal. I could go on and on, but then I would have to change the name of this article to "The history of gaming", so I'll just shut up right now and move on.


Game development; is it really worth the risk?

There are several ways you can look at this to decide if it is worth it to you or not. The first is easy in my opinion. If you hate your current job, or simply don't have one or if you're working for someone else and it is making you unhappy. For me, this would be enough to give it a go. For you, things might be different, your financial state may force you to keep working, or you may have contracts and long term commitments to consider. 

The other way of looking at this is the way most will when daydreaming, "Will I make a million", probably not. The games industry is wild, fluctuating, and unforgiving territory, unless you can come up with something that goes viral like Fortnight or AngryBirds then you're in for a long, rough, uneasy ride.

Most developers will surely fail or at best gain a mediocre following of loyal fans, forcing them to return to their day jobs with their tail between their legs.



For the well organised and well thought out few, this can be the best move of your life. Raking in those royalties cheques from Steam every month, or better still being bought out by a big company can be a blast.

This, of course, won't happen to everyone, but the very fact that you're doing what you always wanted can be payment alone, even if it is short-lived.


What do you need?

In short, money. Forget all the books and videos that bang on about determination, patience, and hard work, if you can't eat then none of these matters. Of course, you will need all of those things, but if you can't pay your bills then what use are they?

You're going to need backing, savings, or a good source of passive income. A partner that believes in you can be a great thing, but make sure you know when it's time to give up and pay attention to their belief in you at all times. If you see it fading, it's time to rethink your dream or you could end up buying meals for one at the supermarket and seeing your kids on a Saturday.

If you're lucky enough to have saved a good amount of cash in the bank, make sure you plan the use of that cash out to the penny. Some projects can go on for years, so be prepared to take a part-time job to keep your head above water. 

Then there is passive income, a lot of game developers turn to youtube for this. Documenting your games progress can supply you with a much-needed top-up for your coffers and it is wise to do it before you need it.




Luckily, it isn't all doom and gloom. There are plenty of ways to make money online in the 21st century, and even better, get backing from the people. Crowdfunding, Kickstarters, and Patreon are just a few. Remember to do these things early, don't wait until you're desperate. The decision to go it alone can also be the worst decision of your life, and something you may regret forever. Do it right and be smart about it.


Getting noticed

This is the one thing that most people fail at the first fence. You can write the best game the world has ever seen, but if the world never gets to see it, what's the point?

Marketing is evil and you can spend more time (and money) doing it than actually developing your game/ software. 



Sadly, there is no magic solution, but this is the 21st century and with a little organisation and know how you can get the word out for free. 

Unlike the money side of things, don't advertise your idea before you've got something visible to advertise. Ideas can be stolen, and ideas are generally not that exciting to hear about. Also, ideas can change at the drop of a hat, and after drumming up support for one thing, then providing another doesn't help your credibility. See every game ever for more details on this.

Once you have something to show the masses, put some time and effort into your advertising. A short post on Twitter can look bad if your grammar and English, in general, is awful. Ask your friends (you know, the smart one, not the one in cargo shorts that says dude a lot) to check the text you intend to put with your posts.

Don't change your text for different platforms. No spur of the moment posts. Write them in word, have them checked for mistakes, then copy, paste the same text everywhere you can.

Where? Reddit, Twitter, Facebook, Pinterest, Youtube, your blog, your website, your Patreon, your Kickstarter, crowdfunding, your Discord channel etc. Don't post on one or two platforms and then do the rest tomorrow, do them at all at once. Make sure your post has links to your blog/ website, or where they can see videos of your awesome creation.

Once you have reeled in a few unsuspecting followers you're going to need to make time each day to post new stuff, even if it is only a screenshot. If you go dark, you will stay there. It's cold and lonely in the dark...


Summary

It would take an entire book to cover just a small percentage of all the things you need as an independent game developer, and even then, that would just be my personal opinion. If you are currently attempting this, or have a future intention, I wish you all the luck in the world.


I am considering doing an article or two about specific games that I've noticed making ground on social media. If you are an independent game developer and you have something worth writing about, please, drop me a line and tell me all about it.





Wednesday, March 24, 2021

Old Coffee Mill

Continuing my theme of old rusty things (myself excluded), here is an antique coffee grinder I spotted on google images before I then found a complete video of it on youtube...

I might actually bother to do a retexture of his refurbished version at some point in time. For now, here it is (including artist licence as I made it before I found better images and the video)


Rusty Antique Coffee Grinder

Low-poly model, PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.


More of it here on CGTrader or Sketchfab






Monday, March 22, 2021

Rusty Old Oil Lamp

 Oil lamps were the most widespread method of illumination until the end of the 18th century.

Low-poly model, PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.

Please Note: This model does NOT contain holes and MAY 3D Print. NOT tested and at your own risk.


See more here on CGTrader or Sketchfab








Friday, March 19, 2021

Sci Fi Monitor & Keyboard

Low-poly Science Fiction/ Futuristic Display & Keyboard

You can see more here on CGTrader or Sketchfab


Model is PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.






Wednesday, March 17, 2021

Selling 3D Models; A Complete Guide

 So, you want to sell your 3D models and give up your day job right? Well, unless you're already well established in the industry or have a massive social media following that is likely to buy your models then you should think again.

If you're just starting out on this adventure though then it is very possible that you will never have to spend your "real" money on Christmas presents or even holidays, ever again.

The first thing I will advise you to do is to keep your boring day job, model in your spare time, and carry on regardless.

Depending on where you live will also play a huge part in this. The cost of living for someone in England is very different from the cost of living for someone living in India. Whilst $200 a week would barely feed the dog here, it may very well be a large chunk of income in Dheli (I've lived there, this is not a guess).

Here is my complete guide to selling your models and a few tips and suggestions that I had to learn the hard way;


Where to upload my models?





With TurboSquid being recently sold, things are a-changing. Many moons ago, TurboSquid used to be the go-to site for developers, movie props buyers and commercial model users, and its traffic counter was much higher than any other model selling platform.

In the past few years, CGTrader has gone through the roof. It offers the artist a better deal (75% v 40%), the customer service is the best you could wish for, and uploading your work there is easy, though laborious.

Model Traders (in no particular order)


Sketchfab 7/10

Another usurper has also surfaced, Sketchfab. This one really is a game-changer, although still not as popular with the buyers as CGTrader, it does offer a great platform for uploading your models, and the rate is also a great improvement on TurboSquid. The problem with Sketchfab is that you have to be a subscribed member to upload anything of any great substance on there.

If your model and textures are over 50 Mb then you have to pay to be able to upload it (not per model though at least). It isn't cheap either. Seven Euro's a month only allows you to upload ten models to the site that are over 50 Mb, but less than 100 Mb.

Sketchfab will allow you to upload your smaller models for free, and this is how I use it. It won't let you keep draft models on there for more than a month (a recent addition), but if it takes you a month to fix any problems you spotted then you should give up now and become a lumberjack or something.

The rates you get as an artist are 70% less Paypal charges in your country. This is a reasonable rate you can live with. 

The other fantastic feature of Sketchfab is that there are no comebacks, i.e. the buyer gets exactly what he sees and doesn't have to rely on your description or selective screenshots.

Try it below to see what the buyer sees;

Sci- Fi Terminal by Simon T Griffiths on Sketchfab



TurboSquid 3/10


My rating here may appear a little harsh but read on to see why I came to this conclusion.

Firstly, they've just been bought out by the worlds most annoying internet image ruiner, Shutterstock. This screams out that changes are going to be made, even if they promise that they're not.

Secondly, the rate which the artist receives is terrible. 40-60% of the cost price less Paypal charges for your country. 

And, thirdly, uploading to TurboSquid is akin to acquiring a degree in computer science. It's cumbersome, laborious, and too precise.

This might just be me, but I really dislike everything about TurboSquid. On the other hand, it is worth uploading a model there so that you can appreciate how much easier it is everywhere else.


3D Export 5/10


Ok, this one is somewhere in the middle of my personal scale for rating model traders. I don't have a lot of models on here and I've never had a lot of sales from it either, in fact, it's a very rare occurrence to see that I've sold a model there at all. It used to be bigger and better, but it has been left behind and has never evolved. 

The rates are reasonable, between 60 and 85%, and the uploader is slightly better than TurboSquids. I can't honestly think of anything else to say about this site that's either good or bad. It really is 5/10. Average.

RenderHub 5/10


This is another average Joe, depending on what it is you want to upload. It does cater to a LOT of adult content, and I suppose my medieval and sci-fi models are not being seen by the right audience there. Bare, naked ladies and sex toys appear to be the order of the day...

The uploader is a bit awkward but usable, and the rates are again an improvement on TurboSquid at 50% for none exclusive models, and 65% for exclusive to RH.

My advice for this one is to steer clear unless you make a lot of sex-based models or Daz models.


Cult3D  7/10


This is one of my top three favourite sites to work with. Although it does cater more for 3D print models, I have sold game-ready models here as well. It has more of a family vibe to it than any of the others, and one of my favourite things is that it pays me in good old pounds sterling (you can also get Dollars and Euros if you're into that sort of thing).

It has the easiest of all uploaders but it doesn't accept as many model formats as I am used to uploading. It also has one of the best rates out there at 80%!

Getting paid is a little strange though, you have to contact support when you've got yourself a nice cache built up and then ask for it. This is to prevent Paypal from taking a cut for every sale, and is sort of a good idea, although weird.


CGTrader 9.5/10


By far the best trading platform on the internet at the time of writing. The artist rates are good (between 70 and 90% depending on your score - explain this shortly), the uploader is easy, and the payment Is prompt. The support is what makes this site the best for me (as well as the cash I generate from sales, of course). It is second to none.

CGT also supplies you with an analytics database, it's pretty slow but very informative. It allows you to see what types of model are currently trending and helps you decide what your next upload will be.

There is a system on CGT that allows you to gain reputation points which in turn, raises your royalty rate. Everything from uploading a model, getting model likes, comments on your model, sales of your models, and even posts in the forum can get you points.


Summary

There are many more platforms out there you can sell your models on, one I am currently watching is ArtStation, but Shapeways, Etsy, and many other sites allow you to upload and sell your wears. 

I would suggest picking two or three to start with, and deciding which one is the best one for you.


What do I need to start?




Hopefully, the above picture hasn't terrified you and made you give up before you've uploaded your first model?


All model traders require a bunch of information before you can start trading, after all, you are opening a shop.

Most will ask you for a photograph of your passport/ ID card with your personal number on it. 

They will also need your payment details, so before you start I would suggest running off and opening yourself a Paypal or bank account. Sadly, most of these sites will pay you in dollars, which means you take another hit when you go to exchange your income (unless you're smart and watch the exchange rate carefully).

Tax. Yup, thought you would get away with this? No chance. Only two things in life are sure, death, and taxes. I can't be sure about other countries, but for the UK, your National Insurance number works just fine. Our tax office allows you to submit your earnings once per year (thankfully, not every sale!) so this isn't a big deal at all.

Make sure you have all the above information before you click the "Start Selling" icon, you will need this information and there is no way around it if you want to sell your models online.





When you started out on your modelling trail you probably read things like "Model everything!", and "Model anything you see!". Good advice when you start, not so good when you've started.

You have two real choices here. Become a niche modeller with your own genre, or, become a trend modeller. Anything in between this and you will fail miserably (way to go with the optimism!).

A niche modeller is someone that specialises in a certain genre, like Sci-fi, Medieval, Character modelling etc. and rarely deviates from this style. This is a good way to flood the market with your own models, and hopefully become the go-to guy for anything "X" based.

A trend modeller is something more difficult to explain and demands a lot of research from the artist, and a little foresight as well.

Simple things like a movie or television program can influence the type of models that are in high demand at any particular time. A game developer might be sitting there at night watching the TV wondering what their next project will be and be subconsciously influenced by what they're seeing on the screen. i.e. when The Witcher was released on Netlfix my medieval models saw a 200% rise in sales a few weeks after release. At the time of writing this, Sci-fi is booming.

To be a trend modeller you have to know what is going to be hitting the big (or small) screen in the coming months, knowing what games are coming up for release in the near future, and, believe it not, paying attention to what is going on in the world politically, and socially. 

Basically, a trend modeller is the stockbroker of the modelling world. It's not easy, but if you're good at it you can make a decent income from it. 

I'm a little of both, taking advantage of current events is more my style. For example, the Coronavirus won't be around forever (I hope), but while it is, make hay while the sun shines.

CGTrader also has a great analytics database that gives you some insight as to what is currently in demand. It's there, it's free, use it!

High Poly? Low Poly? Polly put the kettle on?


This is something you have to decide depending on what you want (think) your models to be used for. "Game-ready", doesn't mean models that look perfectly like their subject matter with 100,000 polygons and 8k textures. I would say that was more "Movie-ready" than game-ready.

If your target buyers are stay-at-home game developers with a meagre budget, using free engines such as Unreal or Unity, then the models they will usually want are low-poly, PBR.
Employing normal maps to add fine detail instead of hard surfaces.

Whereas if your target buyers are catalogues and commercials then your models will most likely be used for screenshots and you can hike up that poly count to get those corners and edges just right, not worrying about the silly things like good topology and render time.

There is, of course, 3D Printing models as well. The market is flooded with these so I avoid making them unless I receive a specific request that is going to pay me enough to bother.

3D Print models are easy to make because there is no need to spend your precious time UV mapping your models and texturing them, and because of this the internet is full of free printable objects that makes earning money in this field very difficult.


How much do I charge?


NEVER charge based on the time it takes you to make a model. You're not selling your time here, you're selling your artistic ability, your thought and effort, and your know-how.

If you want to charge for your time, add all these things up. Divide the amount of time you spent learning how to model verses the number of saleable models you've made and you will see that time isn't your product.

Too many free and cheap models flood the market, meaning all the effort you have made will be for nothing. Keep your prices sensible, but also worth that effort. If you're not sure how much to charge, search for similar models and offer yours at a similar price, but don't try to undercut the other artist, it isn't a competition.



Social Media


Whilst a lot of things are touted around on social media, models aren't one of them. How many people on your Facebook friends list buy models? How many people on Instagram do you think are there to search for model traders? Not many I should imagine. So, why waste your time and effort posting your models with all your links and information on Facebook for people that have zero interest in making a purchase?

Over the years, I've found two social media platforms that actually work for getting your products out there. Twitter, and Pinterest. Twitter works because of the hashtag system it uses and you can exploit this. There are Twitter bots out there that actually search for these tags and retweet your posts for you. And yes, these bots do cater to 3D modelling and game development.

Here are a few useful tags to add to your model posts, copy, paste the lot into your post if you like;

#3d #3dmodel #cgi #3dmodelling
#indiegamesharer #indie #indiedev #indiegame #indiegames #IndieGameDev #art #gameart #digitalart #gamedesign #leveldesign #game #gaming #gamedev

On top of these tags, you should also add tags for the model subject. i.e. if your model is a spaceship, you can add tags for that as well; #space #nasa #scifi etc.

This works quite well for getting model views. Don't forget to link to where they can see (buy) the model as well.

Pinterest is a long game, but it does work eventually. I've noticed by the number of blog visits I get sent to me from Pinterest so I know it really does work.

Make sure you fill in all the requirements if you want it to work for you as well. Informative title, good description, and most importantly, a link to where it is.


Once you have enough models, maybe consider your own blog? Your own subreddit, YouTube channel etc etc etc...

There are many more things you can do to sell your models, and if you've read this far you will have realised that most of it is marketing to the right audience, more than it is modelling.


It takes a lot of time and effort to be successful, and I wish you all the luck in the world. If this has helped you in any way, please, use the social media tags below to share this article and/ or leave me a comment.

Thanks for reading.

Simon.


My models on; CGTrader - Sketchfab

Monday, March 15, 2021

Sci-Fi Terminal

 Low-poly Science Fiction/ Futuristic Computer Terminal

Model is PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.


See more here on CGTrader






Sunday, March 14, 2021

Substance Painter

As I keep being asked, here is a video on creating your own smart materials in Substance Painter. This is not an in-depth vide, but it will help get you started on making your own materials for your projects instead of using the presets that come packaged with the software.

Enjoy! Feel free to like the video 


Friday, March 12, 2021

DC Generator Set

This is an AC/DC Generator Set

More here at CGTrader

A motor-generator (M-G) set refers to a composite device consisting of a motor and a generator mechanically coupled through the common shaft. Practically a motor-generator set is a system where a motor and a generator are connected or rather placed in a single circuit. It is a device used to convert electrical power from one form to another. That is mainly it converts electrical power to any other type of power.

Low-poly Generator Set

Model is PBR, OpenGL.

AR/ VR/ Unity & Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.











UV Mapping

Today I decided to record myself UV mapping a low-poly model using Wings 3D, ready for use in Substance Painter.



Wednesday, March 10, 2021

When the chips are down...

Waste Plastics Recycling Granulator.

This is my own design that I've made "old" using Substance Painter. Don't panic! It would work. I have designed rubber & plastics machinery for real :D

The model is game-ready & hand-painted.

Low-poly, PBR

AR/ VR/ Unity and Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

Maps Include; Base, Normal, Height, Rough, and Metal.

Please Note: This model contains holes. NOT for 3D printing.

See more screenshots here on CGTrader









Tuesday, March 9, 2021

Top up

Blow Moulding Ancilliary Equipment - Pulian Material holding tank.

Moving on to plastics equipment now in my great machinery round up. This is a super simple model, but I wanted the casters for my library more than I wanted the end product!

You can see more of it on CGTrader






Monday, March 8, 2021

Move Along

Single Belt Conveyor System

Low-poly, PBR

AR/ VR/ Unity and Unreal Engine friendly

Game-ready, hand-painted using Substance Painter

Textures; 2048 x 2048, OpenGL, Dilation + Single Background Colour, 16 Pixel Padding

See more here on CGTrader





Friday, March 5, 2021

Twists and Turns

 New Curve Tool Plug-in for Wings 3D by Micheus


Grab the plug-in HERE 


If you use any other modeling programs then you will find this comes as standard under other names such as the spline tool, or auto-curve. Up until now, Wings users have had to rely on the infamous bend option from the right-click menu, something I've never liked or indeed, fully understood!

I'm not going to go through the tool option by option, as there is just too much to write about here. I will, however, let you know how to install it.

Download the plugin from the link above, open Wings3D, and from the file menu, select "Install Plugin or Patch". Navigate to the .tar file you downloaded and ok it. This will automatically put everything where it needs to be! You can now delete the file from your desktop/ wherever you downloaded it to.

I've not yet had much chance to play with all the options, but just to show how simple it can be, I made a quick video of using the smooth curve below.


I may revisit this tool in future posts and add a quick video here and there but for now, I suggest that you run along and grab this plugin. Kudos to Micheus for bringing us such a handy plugin!



Thursday, March 4, 2021

2 posts in 1

Planetary Gearbox

The gearbox is the middle-man between a machine and a motor. This is just one type of gearbox out of 100s available.


See more of this one on CGTrader






Iddon Cold Feed Rubber Extruder

It would surprise 99% of people how a lot of things are made, from biscuits to rubber inserts and crayons and pencils. These are just a few things that are extruded, and this is one of the machines that do it. All hail the extruder.

See more of it here on CGTrader






Wednesday, March 3, 2021

Hydraulics, the new way forward...

 Hydraulic Cold Platten Press, used in the rubber industry.


See it here, on CGTrader


Bridges of Manchester do (did?) make rubber machinery but this press is not one of theirs (or anyone).


Model is PBR, Game-ready, low-poly, hand-painted using Substance Painter. AR/ VR/ Unity & UE Friendly.

Textures; 2048 x 2048, Dilation + Single Background Colour, 16 Pixel Padding

Maps include; Base, Normal, Height, Rough, and Metals.


Ideal for industrial/ factory settings.