I have same question too but for 3D renderings, for example, if I have a bookshelf and put a picture frame with the photo from photodune, can I still sell that 3D file with that photo?
I also think the problem is with welding the vertices in max, another thing you can do, is just use Max’s text instead and then just extrude. If you logo is text than it should be easy, but if you have some complicated shape, then you can just bring the shape into Max seperate from text and again use Max’s text instead.
Paul, can you post the screenshot, just need to see how complex the logo is, sometimes, just 1 point messes up the whole letter. If I could see a screenshot of the problem area, then I could try to find a solution.
Very beautiful sculpting, nicely done!
Thanks Vex for the info, and pointing me into the right direction for research. I will try to find out what their license types are before submitting my item on marketplace.
This is my example scene: http://www.finalmethod.com/3docean/1.jpg
The lights are IES from www.eclipselightinginc.com and pictures are from an artist Cohan Leslie. So my question is if it is okay to sell this scene all does everything has to be made by me includeing IES lights?
Is it allowed to sell a scene with IES lighting file that was downloaded from website but give credit to that site, and also is it allowed to sell a scene with a painting on the wall that was also downloaded from internet?
For example, I have interior dining room that has IES lights from http://www.eclipselightinginc.com/pages/download/photometric-ies-files.php and on the walls there are paintings from a artist that I found on google. Is it okay to sell that scene if I will give credit to both the IES and the artist?
wow, this is nice! But don’t have $129 at the moment to buy it, as soon as I get the money I will definitely give this a try! thanks for sharing!
Firstable, thank you for such detailed explanation to my questions, I really appreciate you taking time to answer all of my questions.
I agree with you, after doing some research, hi-poly and low-poly are indeed two completely different things, one is for show and the other one is for efficiency and there is very little in between. I also agree with you that hi-poly model can suffer if I start modeling it for low-poly first. Chamfering edges sometimes helps but sometimes it is necessary to do turbosmooth to make the model more realistic, I don’t do more than 2 turbosmooth levels, otherwise it just too many polygons.
My first priority and what I am trained to do is hi-poly models, but I still want to somehow end up with two versions, 1 high and 1 low. What I am trying to figure out is an easier way to do this, and not start two models from scratch but instead somehow reuse one to create another. My first idea, as you said, was to start with low-poly and move on to high-poly, but high-poly can suffer at the end and may need to be rebuilt from scratch.
I am thinking that instead of starting with low-poly and building high-poly, I will instead start with high-poly model, very detailed and with nice materials. Later I will bake it and will do unwrap and will do a very basic low-poly model and apply baked texture from high-poly on top. This way I hope to end up with a nice high-poly model and a very nice textured low-poly.
I will experiment with that idea and will post my progress on this forum.
Thanks again for responding to my post!
I was looking around different 3d models here on 3docean and I see a lot of low poly 3d models for games, and with good amount of sales. I am used to creating very high poly models for architectural scenes, and most often I start modeling with low poly and then turbosmooth it and collapse it so it stays high poly forever. So anyway, my question:
Is it worth saving both low poly and high poly versions of 3d model and then sell them both?
This is new to me, because I never did any game assets and just curious if anybody would buy my coffee machine for example if it was low poly? And can you recommend what is the basics of lowpoly, what is the maximum poly for the game to function properly, and what is best way creating texture for low poly models (unwrapping?)?
Thanks for your advice!