Labor increases value, demand correlates to value. glurbman’s models are good but the labor is low and the demand is also low therefore leading to low cost.
the demand is indeed low … but the labor i put into my stuff is the maximum someone could/should ):
anyways thanks for the detailed discussion guys … but i think i just take what ppl are willing to pay else i always stay at a account balance of 2 robux
No it doesn’t, not it popular economic theory it doesn’t I don’t really have time to argue w/ you about this, and we’d probably be waaaaay out of our depth if we did, but uh, this wikipedia article might help you.
Edit: You should also watch out with conflating value with price and production costs
OPs formating needs a lot of work, hard to read.
However. Getting to the point here, what does your texture maps look like? Can you do textures yourself?
You contradict yourself heavily with this Wikipedia page as they define Worth as Cost of Production + Labor, therefore my argument that Labor increases value is true.
Thats a Marxist theory, that was kind of the point. Sorry if I wasn’t clear
Guess I didn’t interpret this the right way
Do you accept other forms of payment?
i pretty much cant sorry … maybe except of some few steam credits if somehow possible …
i might soon try to reactivate my bank account since its dead due to my lack of real income … but idk yet
@GuestCapone
The kind of models i make are for common Roblox purposes and supposed to look already good enough only with Roblox materials .
btw sorry for the bad formatting but iam really tiny bit too busy to make it any prettier
just a question since i want to model something difficult and i finally want a real big amount of Robux :
Shall i model this sword here … though idk if its protected by any copyright .,.
if i model it should i sell it for the highest/next best offer or start a longer auction and wait for the highest bidder ?
Poll :
- Dont model it (risk too high)
- Model but sell quick
- Model but wait for the highest offer/bid
0 voters
due to my impatience i started modeling it … after many many hours i came this far :
thats only the weapons pummel which is only 95% done yet …
i think i might really sell it since it was already hella lot of work
EDIT: the dice pummel is done : https://twitter.com/Glurb_Master/status/921903466087362560
UPDATE : so far so good : https://twitter.com/Glurb_Master/status/922803368287928321
Done : … idk if iam gonna sell it …
WORTH = minimum 42k
What’s the polycount of that mace you just posted?
Part of the asset looks like it has been made with realtime applications in mind yet the other half seems to disregard this (such as the 3D numbers on the pommel, ridges down the handle)
Do you make these assets with the primary purpose of realtime apps (games etc) or renders?
These models look great, unfortunately I don’t have this kind of money and it’s a little too realistic for my tastes. Sorry 'bout that, keep up the good work though.
I pretty much model my stuff with the target and purpose of nearly maximum detail in terms of full 3D geometry in mind ; while keeping the tri count atleast far lower than the same weapon made with Roblox unions would have.
Since even though the tri count of my models sometimes reaches beyond 10k its still far lower than anything made with Roblox CSG methods .
Ik the tri count of meshpart assets should usually be more reasonable but iam just a perfectionist ):
Though i actually can model with a tri count lower than max 5k if the commissioner wants so … but then i might need to sacrifice some details …
You can bake the higher poly model to a lower poly one using a displacement texture to give an illusion that the lower poly model has more detail on it.
thats usually done using Normal maps ; a displacement map can only " modify" already existing geometrical detail in terms of “optically” bending =displacing it .
But Roblox doesnt support custom normal … neither any sort of custom texture maps.
You’re not getting what I’m saying. @Mistertitanic44 does setting similar to bake a higher poly mesh detail onto a lower poly mesh to use on roblox, it’s all diffuse texture detail and not actual displacement detail.
oh welp ; thats one neat method 2 : but iam not using textures either … by some fair reasons … which i wont necessarily elaborate.