Game Development Community

Making Torque Art Resources

by Daniel Balmert · in Artist Corner · 02/04/2009 (9:30 am) · 7 replies

I've been modeling / texturing / rigging / animating in 3d for a while now and I'd like to start making content or art packs to sell. However, I'm trying to figure out if this is a lucrative thing or if it should just be my hobby.

Is it better to do individual contract models and props or is it better to make a pack and sell it to a lot of people?

Also, I don't know what kinds of things people are looking for or if the art kits really make that much money at all.

#1
02/04/2009 (9:53 am)
erm, why wouldn't you do both if you have the talent ?


#2
02/04/2009 (3:50 pm)
ya lol why not both you can sell packs and then when someone asks for contract models why cant you do those as well.
#3
02/04/2009 (9:52 pm)
It's good to do a little market research before spending the time and effort creating a product that may not fair well. I suggest checking out the competition first. The content packs available on Garage Games is a good place to start. Can you produce a higher quality product that has already been done? Can you offer a product that meets the needs other products do not?

Also, what would be the benefit from the developer's point of view in purchasing your product? If you were to model a character complete with multiple textures and animations, a developer may choose to purchase the pack for some small roles for the game. However, a lead character will likely be contracted out as a custom build. You have to remember that most games are designed around a design doc. (Or should be) So the style of your content packs must match the vision of the game design.

In that regard, it may be best to provide content packs that are more generic. From a developer's point of view, they may hire a freelancer to create the art for the characters, but find that they can save some money by purchasing a pack of props to fill in the level. So, look at the most commonly found objects in games and create a pack that can remain neutral in multiple environments. A cartoony pack may match some game design, but a pack with realism will find a larger audience. Items that come to mind are ladders, crates, signs, doors, buckets, and other itmes used to create the setting of an environment.

In addition, I would look into TurboSquid to draw some more analysis. Check out the level of detail of the models, the formats offered, textures included, and animations. Also, look closely at the pricing. You will need to meet or beat the pricing of the competition.

Furthermore, content packs are not going to pay the bills unless you have thousands available and a market that is constantly purchasing...however, you may find that additional request come from the contnet packs you do have. In other words, content packs can lead to bigger and better things. You may find that the developer who purchased the "warehouse content pack" requests you create the main characters. You should use the content packs as a tool to open the door for those types of requests.

I can help you with the content packs by hosting them on my webspace. I can also create a website to sell the content packs. If you would like to take your idea to the next level, drop me an email.

Take Care,
Jeff
jeff@shinstudios.net

#4
02/04/2009 (10:27 pm)
Thanks for the replies - I've been looking at the available content packs and I can see where they could be improved.

I would do both, but I need to start somewhere. I was just wondering what sort of return a good pack gets. Like, how many times has content pack X been purchased (the kind of back end info I don't have access to, and rightfully so.)

Well, here's my thought: I was considering making a sci-fi pack. Something used to make sci-fi environments (interiors) - walls, doors, props, maybe a few weapons, with some HUD graphics templates. This sounds like something that might be in at least moderate demand, considering how many sci-fi first person shooters there are on the market these days.

When I make stuff for a content pack, it should be already in a format ready for torque right? Don't the different torque engines have different formats?

As in, it's not just enough to export a .dts and say "It's ready!" I have to actually put it into one of the torque engines and export it as a game asset that is extremely easy to re-import, right?

I've never developed 3d content for a game engine, let alone for other people to use, and since I've never purchased such things, I'm not sure how polished these assets are. I don't know how willing I am to purchase products just to see how they did it.

Again, thanks for the information. I'm not sure if I'll be making content for torque or just for games in general or both, but either way it'd be nice to learn these things.
#5
02/05/2009 (6:30 am)
::brain goes numb::

Daniel, show us a portfolio plz.
I don't know whether to help you by explaining things that you obviously do not understand or if I should ask why your post is ignorant and arrogant.
Hence: I need to see your skill level.



#6
02/05/2009 (7:53 am)
Here are a few examples of my work:

www.dynamitarchive.com/archives/animation/still1.jpg
www.dynamitarchive.com/archives/animation/still5.jpg
www.dynamitarchive.com/archives/animation/rockFinal.jpg
www.dynamitarchive.com/archives/animation/desktop.jpg (NSFW - Nudity)

I'm a competent artist, both 2d and 3d, but by no means do I imply that I'm the greatest. I just feel like I might be able to make some side money making assets for games.

So, ideas?
#7
02/06/2009 (8:39 am)
Not sure where to go from here...but at least you show some merit & focus. However, you will soon notice that the fundamentals of rendering scenes in Maya does not have much to do with game engine models and texture/material creation...let alone scene lighting beyond basic principles like the 3point.

Give yourself a try with game engine items, see if you're able to follow the pipeline and hopefully not grind your teeth through the dts exporting process to create a rigged player with LOD. It isn't hellish, but it is a bit longwinded. ..Or just work on props/objects.

Make some stuff, show it off and ask for work. It can't hurt ya, can it ?

www.garagegames.com/support/documentation click on the Art Image.
cheers