dreamcutter opened this issue on Apr 25, 2014 · 7 posts
dreamcutter posted Fri, 25 April 2014 at 10:28 AM
Looking to shop for content licensed for real-time 3d publishing. How do I find content sold under the extended license and/or how do I upgrade existing assets from Renderosity?
JeniferC posted Fri, 25 April 2014 at 10:33 AM
There is not an automated system in place for the Extended Licenses yet, we are hoping to add that feature later if there is enough demand for them. Please email license@renderosity.com with your list of products that you are interested in buying an extended license for and we will handle it for you.
dreamcutter posted Fri, 25 April 2014 at 11:05 AM
I guess I am a odd-ball in 3d because I am having same issue with a few competing stores too. I like to shop and buy 3d content in advance of need. I build a library of assets and when I get inspired I draw from it. On times when I need a specific item, I will hunt for it in stores. If its not priced as 3d content - I have considered it unavailable and whip up something suitable in ZBrush.
I dont have a need for a particular item today - I just would like to take advantage of shopping oppertunities.
What I cant get my head around and what NO VENDOR has answered logically is "what is the difference from a vendors perspecective if a consumer publishes pre-rendered work vs real-time rendered? (on web page or discrete application)" Its been discussed before but denial kicks in before the bottom line conclusion is realized: threre is no difference, based on the greatest 2 concerns:
If concern is asset "bootlegging" a requirement where store's original product is NOT included in distributions but rather limited resolution proxy assets (like 90% mesh decimation and tex reductions) could easily accomplish this risk snce nobody could rip and sell the original.
If concern is loss of potential royalities on a big game commercial release, its no different compensation than if a 5 star production house made a 2d movie based from the stores' 3d assets. No sale also means no oppertunity. Furthermore this can better be addressed in both publishing mediums with a royality or revenue share based program.
However its most important to scope the risk and understand how MOST consumers will take advantage of the oppertunity. Its not games, but 3d scenes, virtual e-cards and social media virtual worlds (avatars). 3d real-time rendering has become ubiquitous on the web with WebGL supported by every major browser and phone/tablet so more people will want to make virtual 3d multi-media scenes for these platforms as demonstrated by the shift in Flash Professional's toolset.
So why NOT encourage people to get MORE VALUE and LONGETIVITY (future proofing)of thier 3d content library by enhancing it with 3d publishing licenses. Its means more FOCUSED sales (shop for supported assets) and a BROADER market to exploit.
JeniferC posted Fri, 25 April 2014 at 11:19 AM
The concern is that end users can extract the models from the real-time gaming engines. Yes, the original model/mesh has most likely been decimated to a lower resolution/size, but even at that point it is still a "derivative work" that is protected under copyright law. So, the extra cost for an extended license helps to compensate artists for any possible loss of sales they may have from people who rip models out of games and re-distribute.
dreamcutter posted Fri, 25 April 2014 at 11:42 AM
Quote - The concern is that end users can extract the models from the real-time gaming engines. Yes, the original model/mesh has most likely been decimated to a lower resolution/size, but even at that point it is still a "derivative work" that is protected under copyright law. So, the extra cost for an extended license helps to compensate artists for any possible loss of sales they may have from people who rip models out of games and re-distribute.
Since I fully support the objective and spirit of EULA, I understand your position. However in actual practice, market is being limited to counter an illusionary risk inscrease. If we are concerned piracy of assets ripped from games and that the derrived, low resolution models would get re-sold by unaffiliated third parties (game rippers and shared). Its way remote: Consider since stolen/pirated assets are not legal anyway, commercial game publishers would be real stupid to go through the work of making a game based on this. So its not really a choice for the legitimate developer. Maybe an social media avatar, however it still would be eaiser to aquire the full 2d version from the store and share the HD original. But even if that were happening would it take actual sales away from a vendor? I don't think an pirate users would spend the money here anyway and that cancerous type of client would probably generate more risk than return and be better off ignored. Finally *a point I just hate to make: its not unheard of that the **pirate interest like bad press, can generate more sales than none. ***Some one parading around second life in a Wizzard Hat and is asked where did he get it - prolly will not say they pirated it (unless they want to be recognized as a prate) but share where it can be bought legit. Again I think if pirating were a threat, source would be happening with the original packaged assets already sold by teh store. I suppose it could be verified by doing some digging in dangerous places.
So bottom line, oppertunity and sales are being left on the table if the market is being ignored.
Recognizing the sensitive topic, please feel free to edit or delete as necessary.
dreamcutter posted Fri, 25 April 2014 at 12:07 PM
Just my opinion here..
With regard to pricing I think that its very reasonable to expect 3d publishing would cost more than 2d renders with a multiple of at least:
3x for Non-Commercial Use
5x for "Indy" Commercial Use
10x for Large Corporation Commercial Use
(All Non-Exclusive).
dreamcutter posted Fri, 25 April 2014 at 1:11 PM
The 3d brokerage industry is at a crossroads. Maturity and tapering of the traditional sub-markets including Graphic Artist, Fine Artist, Commercial Advertising, and Social Media consumer combined with an abundance ready stock art is throttling demand.
The brokerage that embraces and fosters the demand for 3d real time publishing will catch the next wave and dominate the field as demand surges. You have FB aquiring virtual goggle technology. Even Windows Phone now includes 3d webgl. A.D.'s free Character Generator and the free fbx converter. Adobe's HTML5 & 3d PDF. Free or low cost R/T publishing apps like CopperCube, Paper3d, Goo, SceneJS, CopperLicht, SimLab3d and BabylonJS all make it so easy.
Surge for 3D Printing will follow however its likely not as we thought. I think the surge in demand by the 3d printing market for "models and representitive prototypes" will be short lived if at all. Ultimately that market will be small and no store is properly set up to for captiolizing on the future of 3d printing today, IMO. This is because the surge for 3d printing demand will be of licensed intellectuall property design with functional capability. In otherwords we will be printing functional durable and consumable items. The demand for models will be relegated to the hobby and craft niche which is where we are at with styrene plastic models. Most may not be aware that styrene models can be made at home today from stratch using sheet and wood press molds to better effect than 3d printed models today. ...Point is few care and ultimately once the novelty wears of few will. * Therefore I think the focus for the future of 3d mesh and texture brokering for art will largely still be for 2d and 3d rendering in the visual rather than tangible medium.*
Hope this gives some food for thought on the subject :)