Anyone know who is the most successful Seller in cgtraders? and by successful means how much they aproximately make monthly

Discussion started by KhatriCad

Do quantity counts or quality. there was guy who was uploading models daily. he was having 100+ models..i asked him about his sales and he only sold 1 item. i told him to make a quality product. but he said Something about "How Market WOrks" he worked previously at Stock Exchange. Quantity Brings crowd etc etc. so Quantity is the only way to get the sales. i did not kind of agreed to him.? what do you guys think. i saw some people having only 20 models. but their reviews are higher then tha people having 2k models

Answers

Posted 29 days ago
0

Quality over quantity, not the other way round. As you already noticed by yourself, seller that has few, but very high quality assets, will always do better than seller with ton of shitmodels. Here's the list of sellers in cgtrader, more or less sorted by their success rate: https://www.cgtrader.com/designers Observing it closely, you can see what it takes to be successive at selling models. The very top dogs here has thousands of models, but that's mainly because they're not individuals, but group of designers. Nonetheless you can be very successive even if you're working alone, but you have to make high quality and unique assets that are in high demand. On the other hand, there are couple sellers whos models count is in a range of 100K, but the quality is so shity, that they just littering the search. They are so low in rank, that you have to go very deep into designers list to find them :]

LemonadeCG wrote
LemonadeCG
* successful, not successive - sorry for mistake.
KhatriCad wrote
KhatriCad
Well you got me worried there. that most of the top dogs are working together. do you have any idea aproximately how much $ they make monthly. Also by Successful you mean....Detailed model with good textures. Good polycount ? and Rigging is a PLus. i see rigged models rarely but they are often high price
LemonadeCG wrote
LemonadeCG
Sorry, i have no idea how much money anyone are making, but even if i knew, i couldn't tell you.
Posted 29 days ago
0

The big names upload around 50 models every day, I'd imagine they make quite a lot of money. I remember one person on Youtube making a video about his cgtrader account and he had ~150 models and was making ~ 500$ a month, the models were really well made, high poly solid props, good topology and textures but nothing that had rigs/animations.

KhatriCad wrote
KhatriCad
i see...for a single person. i should concentrate on quality over quantity. because i hell cannot upload 50 models per day. i have also seen people here. there is a guy called Tsaber. he had 20 models so Far..But he is good for Bust making. his models often comes at trending. so finally i concluded. for a single person i should give my best for Quality model rather than Quantity.
KhatriCad wrote
KhatriCad
Also i want to know...Why people buy 1 model twice? i mean if they are gonna use it in animation or game. there would be 2 same products. how can 2 companies use same product on their production? or they just buy models..remove textures..and add their own i guess?
Posted 28 days ago
1

The key thing to always remember is the service being provided here is to save people time. I can never understand why poor models are uploaded even for a very low price. Anyone can make a low quality model & try to sell it on here, but they will then gain a reputation for low quality assets.
Also every now & then someone will ask me for help with a model they have bought. I am always happy to do this because I believe my assets are of good quality & every time I have been able to provide helpful support to customers.
I doubt I would be able to do this if I provided hundreds of models, as responding to support requests for lots of cheap models for say less than $10 would take too much of my time & potentially wasting the customers time waiting for me to respond - thus defeating the object of buying assets on here.

You can't buy a good reputation, but you can easily get a bad one for free with poor assets/support.

KhatriCad wrote
KhatriCad
i have seen your products man..they are amazing..what is your native software..3ds max or blender? or do you use third party software for texturing like substance painter. Also can you look at my apples..actually i am a jewelry designer. learning blender now..i have made some apples. but its less then 10$..lol dont judge me..i was getting paranoid. can you look at it and judge it..is it should be 5$...or more..or even for free. https://www.cgtrader.com/3d-models/food/fruit/apples-low-poly
Posted 28 days ago
1

Ok so I switched to Blender from 3ds max as my native software about 2 years ago. I have used photoshop for 20 years now so I know my way around that for textures. One of the key skills I have is to fully unwrap my models to leave no overlapping UV's. This is so I can provide customers with an easy way to add their own textures using the unwrapped UV atlas as a guide.
Your jewelry models are very impressive- I would price a few of them higher though. Buyers may be applying a search filter which if they are looking for models over $10 but less than $50 yours will be left out of that search. Try pricing a few of them higher and see if you get more views or even sales. I would amend the stalk on your apple model to be a lot rougher/darker. It will help the apple itself look more punchy. I would increase the number of polys to about 2k per apple, this will give you the option to have more variation in each one & if there are say 5 in a scene it's still only 10k which would still be considered low poly. One last thing I would include a wireframe render for each angle you produce and a few renders zoomed right in to show buyers the level of detail always helps. Stick with Blender the payoff is worth it - it's more accepted now as proffesional software. Hope this helps - good luck!

KhatriCad wrote
KhatriCad
Wow Man..Thanks for this friendly behaviour and advice...i will try to raise the prices. Thats the most major point you told me..The search filter..increasing the price...it triggers the bulb in my mind...and thanks for the blender guide..i am gonna leave apples the way as it is..because that was just for learning purpose. i am starting a new project..will conentrate on that. But thats for the positive vibe...Most of the people are salty here " you cant do shit now" spend 2 years more in a professional Industry then sell etc etc" ..your one of the first guy with positive attitude. btw wireframe render?...you mean going to edit mode while having render cycles on?
Posted 28 days ago
0

Ok so I do my wireframe renders using a freestyle pass in Cycles. You select all your edges in edit mode then select mark freestyle edge. You can then activate the freestyle checkbox in your render settings under the properties. You fine tune this in the view layer properties. There should be plenty of tutorials on if you type "blender freestyle" in Youtube. Another thing which would help would be to get your printable models actually printed & add those as preview images. If customers see the quality of the final result it only increases the chance of a sale.
Glad i've helped, I think this goes with the attitude you find in the Blender/open source community, the better we perform in this industry & show a willingness to help - it becomes a better place for everyone. This can only be possible with a positive or at least a constructive attitude.

Posted 13 days ago
0

质量第一

Posted 13 days ago
0

Both quality and quantity are important

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