Getting started with the selling 3D objects

Discussion started by y2j

I'd like to have a fresh new start. I just don't know where to start. Ideas would be great. I have sold a few products elsewhere.

Should I start off with smaller simpler projects for free? Go onto certain social media sites?

Would it be better to focus on a few things or to expand? I'm good with building designs & household objects. Making everyday objects into futuristic sci-fi objects.

Thanks.

Answers

Posted about 4 years ago
3

skapricorn raises another very important point. Pricing is really important, and cheaper does not mean better sales.

I originally came from another site whose clientele were more "hobby" based and the price expectation there was quite low. So I originally loaded my models at this lower process. For months I was getting very few views, let alone sales.

When I researched other models in my field I found I was way underpricing. After I adjusted, views picked up more or less immediately, and then actual sales started happening.

It's tempting to come in at a lower process, because all of use are looking for bargains and want things for cheaper. But the reality seems to be that the actual customers that matter have a good understanding of the value of an item, and are willing to pay a fair price. Real customers seem wary of low priced items and avoid them.

Again, my observation only.

Posted about 4 years ago
3

Technically in our reality:
0. QUALITY.
...but even if designer/seller can't reach it... then here is 2 absolutely working for CGT recipes (with sarcasm, but it's a true of life ):
1. Number of models in store. "Bigger is Better!"
2. Number of UPLOADS per day/hour/minute/second: "Bigger is Better".
it's essential.

No free models. Because previous commenters said enough about it: no corellation with sales, no "likes", no "thanks", i guess from people downloaded my models for free (when I had it) nobody came after free model as buyer. Buyers are coming as buyers, free models are only for "bottom-feeders" who are coming only to grab something free.

And another funny-sad-tragycomical side of free models: in some time (couple of months, half of a year, whatever) this free models starts to appearing on other stores on CGtrader and on another 3d-stocks as paid models. So promoting via free models giveaway is not only inefficient but also has negative consequences for designer.

Same words can be said about price wars and dumping: it harms everybody, even customers.

So without irony I can say: PATIENCE, QUALITY, FAIR PRICING (NOT the cheap pricing!!!).... and "FOLLOWING THE TRENDS" (like you it or not, but it's necessary for sales).

Posted about 4 years ago
3

I tried the free model approach for a while, but that doesn't seem to work so well on this site (it worked much better on some other sites). The idea of free models is to drive people to your storefront, but your storefront on this site is so primitive and un-customisable that it's mostly useless. I mean, a customer comes in, sees a single line of 5 of your models (5 more if you have lowpoly and 5 for collections) and that's it. Not even a single page of your stuff.

For every 500 downloads of my free items, I might see 1 sale. And never a thank you or a like. so I deleted them, and it made 0 impact on sales. Still selling at exactly the same rate.

If you're into sci-fi, perhaps cyberpunk might be something. There seem to be a number of cyberpunk games and movies upcoming which has people excited, so getting ahead and having a selection available might work. Just an opinion.

And luxxeon is 100% on the mark. Quality, always quality. Volume is good as you get more exposure and protentional hits, but this site if full of stuff. It's quality that will make sales.

Okay, my 2 cents. I am in no way one of the successful designers on this site, so this is just all personal opinion. Anyway, good luck.

Posted about 4 years ago
1

Offering a few things for free could be a good way to get noticed, but it doesn't always translate into sales later down the road, unfortunately. Common household items are not typically big sellers unless you have a really big portfolio of them with high-quality modeling and textures. However, if your models are really well done, and your prices are competitive, you could make it work for you. Architecture could do ok if, again, your work is high quality and modeled in such a way that it's versatile and useful for more than one purpose (ie, it could be used in-game or for cinematics). Sci-fi will obviously sell, especially if it's something people recognize (just look at the baby Yoda's out there) and high quality, or if it's something unique and cool that catches people's eye.

I recommend to just do what you do best, and do it as well as you can. Focus on growing your portfolio steadily but don't sacrifice quality. I see people doing very well with less than 12 models (it's rare but can happen), while there are some others who struggle to get by with a portfolio of 100+ models. Quality first, quantity second.

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