Game Development Community

Texture pack

by Morrie · in General Discussion · 07/02/2007 (9:14 am) · 5 replies

I recently took a vacation and took a bunch of photos for textures for my game. The textures cinsist of different things from rocks, trees, metal, ect. I know I still have to edit them It'll be about 2 to 3 weeks before I'm finished with them.

I was thinking of selling them ( there will be atleast 150 textures)
I was thinking of $20 how does this sound.

Thank you for you response.

#1
07/05/2007 (4:00 am)
Depends on quality, etc.
Not very easy, as you can mostly find hundreds of free textures on internet.

Maybe be interesting if provided with specular, mipmap, etc. for high end game engines (TGEA).
#2
07/05/2007 (6:26 pm)
Morrie, I registered on a website not too long ago and managed to download literally 34gbs of textures for the low cost of $15.

Now, this is not to discourage your sale of your textures ... but perhaps to allow you the ability to rethink the pricing scheme.

The site was a membership, if I continued to pay $15 per month, I was permitted access to all the new textures posted each month ... which were not guaranteed, but expected to be in the range of 100+ new textures each month in various areas (buildings, glass, roads, bricks, walls, rocks, sand, grass, etc, etc, etc ... even people!)

So ... $20 for 150 textures is probably asking a bit much ... most people will turn the offer down as they can easily find a cheaper solution elsewhere ...

If you are willing to add onto the set and perhaps build a complete CD worth of textures (700mb or more) then you could perhaps offer to ship a CD full of textures for $20 and get some sales ... but the bulk of your customers will want immediate downloads ...


And, as Stephen pointed out ... quality is everything ... are the textures already setup to tile seamlessly (where applicable, ground and wall textures), is the resolution extremely high (the customer can always down-res to there needs but up-res will not work), is the content of something useful ... all questions you need to ask yourself ...

#3
07/05/2007 (7:15 pm)
The people who would be willing to buy textures for their game, are usually looking for those that are pre-setup. This means, they are pretty much "drag and drop" to their game/level etc. If your textures were, as already stated, appropriately sized, high-res, tileable where applicable, do not overly repeat, and have at least normals(good normals), then you could charge even more, especially if they were themed/matched. The more work someone has to do to use them, the less attractive they become, because as also already stated, theres hundreds of sites out there that sell textures already. You need to make yours stand out from the vast amount of crap already out there.
#4
07/05/2007 (7:18 pm)
Actually, Andrew brings up a good point -- if your textures can be 'drag and dropped' and have tons of extras (normals, etc) ... you could effectively charge much more ... people like me (the developer) would be willing to buy them over the others due to the fact that I wouldn't have to worry about getting someone to make them work for me ...
#5
07/05/2007 (9:01 pm)
If I make a Texture Pack available I would probably try to sell it through GG so the texture pack would be available through GG Download, so customers could download them as they wish. Cd's cost to much money to ship and make so there isn't any profit.

David: If I did the drag and drop I would still keep the price at $20.
I'm not about money, but I would like to make some money to help couple of other packs I have in mind.

Some of the ground textures look really nice as well as some of the others.

How do I make the have the stuff you guys require (normals, ect).