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How much would you guys pay for DLC packs?

Started by August 27, 2009 11:54 AM
2 comments, last by Bronco78th 15 years, 2 months ago
Hey Guys, So I'm currently planning a new object pack. I did the textures for the 1st of two free weapon packs which have had up to 600+ downloads from http://www.tridinaut.com/products.htm This time however I am looking to make abit of beer money from my work. The pack as currently planned would contain a variety of objects (currently 18) and would have 3 releases. 1. Free sample pack (would contain 2-3 example models with both normal/spec maps and diffuse only version) this would obviously be free and a 'try before you buy'. 2. Low-Poly Diffuse texture Pack....(this would be just the low poly models with a diffuse textures) Ideal for games/mods that don't use advanced shaders and for 'blocking out' or 'prototyping' a level until your own teams can make the assets intended. 3. The full monty (This would be a significantly more expensive pack, since it would also include normal maps, specular maps and a new Diffuse as well as the low poly model. Since engines act differently with advanced shaders id would also include the .psd texture layered source file so buyers can adjust the specular and Diffuse to match how there engine uses it, but obviously it means quite abit more for me to do as well as solve technical issues I face to get objects normal mapped and textured to the highest quality possible) So im thinking pricing for this.....How much would you guys be willing to pay for the diffuse pack and the full monty normal/spec pack with you own/run a mod or indie game dev team....I have some prices in mind but I want some opinions on this first :). Regards, John (edit:- forgot to put a title :( )
Polygon count is to low, I don't consider them to be worth much...
Remember Codeka is my alternate account, just remember that!
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where does he mention the polycount?
Ideal polycount is a debatable point in itself.

Im acturally thinking approximately unreal T 3 spec for the higher quality pack. so anything from 150- 300 polys for small medium items and anything from 500-1000 polys for large items, this is obviously flexible depending where and how much screen space said items will fill in most cases.
i.e im not going to make a mug a bigger polycount than a phonebooth just because a mug happens to be a cylinder shape.

If you use the mug in a way where it fills the screen then it would be up to you to adjust the model to suit.

However I have to say CodaKiller I complete and totally disagree with your comment, I see it as give anybody any 3d app and a week off work/life/whatever to learn it and by the end of that week they will be able to make objects.
The art and value of content packs however is in the textures, just check moddb.com or dare I say some of the projects here...pages and pages of models,but no textures, why? becuase very few people can texture there own models to a decent standard, many can't even be bothered to unwarp there models (globally even in the industry the most boring part of the asset pipeline, but I personally enjoy it because im odd...I see it as a big puzzle).

Dev studios like Epic try to get the most out of there normal maps and textures,which is acturally why there models look awesome ingame but the models are still acturally very low polycount (as said above I believe on average 300-500 polys in most cases)...higher polycount does not equal good quality.

Regards,

John

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