Grow Your 3D Art Career: Five Methods To Monetize your 3D Skills | InspirationTuts | Skillshare

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Grow Your 3D Art Career: Five Methods To Monetize your 3D Skills

teacher avatar InspirationTuts, 3D Artist + Content Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:19

    • 2.

      Before We Start

      1:54

    • 3.

      Method 1: Freelance Work

      6:32

    • 4.

      Method 2: Sell 3D Assets

      10:14

    • 5.

      Method 3: Selling Courses

      6:55

    • 6.

      Method 4: Selling Addons

      8:46

    • 7.

      Method 5: Create Content

      6:31

    • 8.

      Final Thoughts

      2:14

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About This Class

  • Class Overview: Many 3D artists have the right skills and spent a lot of time acquiring them, but unfortunately, not all of them are taking advantage of their 3D Art knowledge and skills. so in this class I will show you five Methods that will help you take advantage of your experience and make some passive income on the side or a full-time job for yourself.
  • What You Will Learn: you will learn about five methods that will help you get started in any industry that requires 3D Art, whether it be animation, vfx, Archviz, you name it. 
  • The first method is about learning to get your feet wet as a freelancer because it is probably the easiest and the fastest to get started with.
  • The second method is selling 3D assets which comes in all shapes and forms like Selling, 3D models, Textures & materials, Brushes, decals,......
  • The third method is about selling 3D courses which is very common these days.
  • The fourth method is selling Add-Ons/scripts/plugins, which have become extremely popular lately with software such as Blender.
  • The fifth method is creating online content, whether on your own website or any social media platform with which you can create an audience.
  • Why You Should Take This Class: 
  • Learning 3D skills is hard, and it is even harder to make a living out of it; that's why this class will give you the fundamental knowledge that will help you guide you in the right direction.
  • These methods will show you how easy it is to start and help you understand and navigate each method because otherwise, it will be hard to see any results.
  • I have been practicing 3D Art and using software for more than a decade, and I have experienced my fair share of failures and successes with each method that I have been discussing on my website and YouTube for more than five years.
  • Who This Class is For: This class is for 3D artists, no matter what your level of skill is, whether you are a beginner, an intermediate, or an advanced artist. I would say that this class will help you see the bigger picture as a beginner, and it is even more important as a professional because you have all the necessary skills to be successful.

Meet Your Teacher

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InspirationTuts

3D Artist + Content Creator

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Hey everyone, welcome to InspirationTuts where we'll teach you how to use 3D software to be a successful 3D artist.

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Transcripts

1. Introduction: If you are a blunder user and you don't know how exactly you're going to use your skills to make money or passive income on the side, then you are in the right place. In this class from Inspiration Cuts, I'll share with you my experience over the years on the best methods available to you as a three artist to monetize your skills and experience in five practical ways that I know for sure can work for you if you put in the necessary time and effort. I am mostly known for creating content online, which is a great way to use your skills as a three artist. I have almost 300,000 followers on YouTube, where I create content about three D software such as Blender, Maya and Max. I help my followers with general knowledge about three D and all the new tools and features that they might need to be successful. I started using three D software back in 2008, starting with Max, over the years, I tried different software. But under got my attention. I started using it and shared my knowledge about it in the last five or six years. Over the years, I was able to make a living as a three D artist using my skills. Not only that, but I was able to hire people to work with me in a small business. If anything, this proves that it is possible to be successful too, if you are serious about it, of course. But today, we'll go through all the other popular and effective methods like selling three D assets, selling courses, adds, freelance work, and creating content. Each one of these methods has its own approach and conditions, but it mostly depends on you and which ones suits you best. In addition to your background and skills as well. We'll start with methods that I would recommend for beginners who basically are at the beginning of their career and end with methods for those who are more advanced and have more experience in the field of three D. By the end of this class, you'll have a solid and practical understanding of the best methods to monetize your scales and hopefully start generating some income as soon as possible. 2. Before We Start: Before you think about making money using three D software, such as blender and three D art in general, I suggest you get good as a three D artist in the first place because there are millions of people new to this field. So you want to stand out a little bit, but most importantly, I would say, you need to get better for your own sake. You don't want to offer clients something that is not good enough. In fact, you want your clients to be thankful and impressed by work to the extent that they come back and want to work with you or buy from you again. This pretty much applies to all the methods we're going to cover in this class, whether it be selling three D assets, making courses, freelance work for clients, or creating content for three D audiences or any service or product that you're going to sell to your clients. I have made money from all those methods to a certain extent and varying degrees. And I can tell you one thing. People don't care about who you are, what you do, or how much you're passionate about it, but they do care about one thing, and that is how good you are. You don't have to be an expert though. You just need to be good enough for your clients or products that you are selling at the level you are at right now. For example, a few artists only are good enough to work on a video games or in big VFX houses. But tens or hundreds of thousands of artists are making a living online. And we just have to be one of those as a start. And trust me, it is not impossible to be one of those, and it is not far fleshed. Getting your foot in the door is probably the hardest thing, and this is what this class is going to help you with. With that out of the way. Let's start with one of the obvious and one of the most known method, which is working as a freelance artist. 3. Method 1: Freelance Work: Working as a freelance three D artist Hume Blinter or any other three D software present unique opportunities and challenges. Meaning there are great things to benefit from and difficulties that you need to know about and overcome. But thankfully, by focusing on certain key strategies like thousands of other freelancers, I'm sure you can navigate the freelance landscape more effectively and build a successful career as a three D artist. I should also mention that this method can be suited for all levels, and even if you spend a couple of months to three D, you can find someone who can use your three D skills. The interesting thing is that probably the majority of self employed three D artists spend most of their time on this method making money as a three D artist, which is working as a freelancer. Before doing anything as a freelance through the artist, I would recommend creating a strong portfolio of through the art, which is by far, your most powerful marketing tool. It should showcase not only your best work, but also a range of skills and styles to attract different clients. If you are, for example, an environment artist, you can show different environment projects that you have worked on, ranging from exteriors and interiors. Also, you can showcase cities, environments in nature, and everything else in between. But it is always better to include only your best work, even if you have a couple of them. One thing I would recommend also is to keep it simple and clear. Don't use fancy auto scrolling images or some unnecessary things that your clients don't care about. To be honest, there is more to it than that. But as a start, this should help a lot. Also, regular updates to your portfolio as your skills improve and your body of work increases is recommended. Also as someone who doesn't have a lot of experience in this field. One important thing I want to mention is that on started out, it is okay to accept smaller projects. In fact, any project will do. These early experiences will help you build your portfolio, hone your skills, and become more known. This means, for example, if you work on a game character for a small ID studio, you can post it on your portfolio. And this will hopefully attract some bigger studios like Double A game studios to work with them or even hire you for that position. After a few years of experience, you can even work with Triple A Game Studios as a freelance character artist, if this is what you want. So persistence is crucial and success in freelancing often comes after consistent effort and continuous learning because it is a process to put simply every completed project, no matter the size is a step forward in the right direction. The question now is, how to start or how to get clients in the first place. Well, first of all, don't hesitate to reach out to potential clients or local companies that you admire, or maybe small companies, maybe even productions that you know of. By the way, your clients don't have to be big companies because even small shops, small companies, or even individuals need services of a 30 artist. So a well crafted e mail that highlights your skills and portfolio can open the door for many possibilities for you. You can contact as many as you can, but don't do it randomly though. Only those you believe you can work with, At the same time, you can create accounts in popular freelancing websites like Fiver Upwork, our station, and other platforms because this is where people looking for skilled three D artists go to find talented, but most importantly, three D artists who can do the job at the best price. So this is a good place to get some low hanging fruit kind of job. And if you ask me, if you can get $110 job as a start, you probably should take it. Not for the sake of money itself, but the momentum and the confidence you will get that you can work as a freelance artist and get the job done. And over time, you can build your way up to higher paying gigs, which eventually will happen if you persist long enough. I should also mention that social media platforms are also powerful tools for showcasing your work and reaching potential clients. You can share your projects behind the scenes process and insights into your creative journey. So, engaging content can attract followers and lead to freelance opportunities as well. How do I know this? I cannot tell you how many times people reach out to our social media platforms, seeking to work on some projects like three D animation, modeling or game development projects. So it works. Also, what many through D artists may neglect is building relationships with other artists because this can lead to opportunities and cooperations. A simple example would be one of your fellow through the artists will recommend you for a job or simply forward a job to you if he or she has too many on their plate. A good place to start is to attend industry events or participate in online forms and engage with other artists on social media. It is worth it because a recommendation from a fellow artist can be incredibly valuable. But now, the real question is, how much do you charge for your services? Determining the right price for your services can be sometimes challenging. You can do this by looking at whatever experienced artists are pricing their services at, but you need to consider your level of experience as well, and factor in the complexity of each project. So don't undersell yourself because pricing reflects the value of your skills and the quality of your work. So keep that in mind. At the end of this chapter, I would like you to create a good portfolio of your work and a freelancing account and try to get your first client no matter how small it is, and no matter how long it's going to take because you will eventually get there. If you already have worked before as a freelancer or if you already are, I would like to know what your experience with your first client was and how did you get that client in the first place? 4. Method 2: Sell 3D Assets: Now we're going to talk about selling through the assets. Selling through the assets includes not only three D models but also materials, textures, decals, brushes, alphas, and so on. For the sake of simplicity, we're going to talk about three D models, but pretty much the same applies to all types of three D assets. This method is recommended for three D artists who spent at least one year of modeling and tax oring three the assets, so the intermediate level or professional artists can find varying success from what I have seen. The first thing I would recommend is to choose the type of three models and the type of audience you want to sell to. But this should not be random or based on what you'd like to sell, or even based on what you'd like to make. I think your best option is to dive into the field you have most experience with, whether it'd be game development, arcVse product design, three D printing, engineering, you name it. This is the case because each one of those fields requires certain knowledge to fulfill the needs of your clients and their projects. For example, what game developers need is different from architectural visualization, which is different from VFX and so on. Once you choose the market that you've got to sell through the asset to and see some sales, I think it's going to be better to specialize like selling environment assets, weapons, characters, vehicles, robots, masters, you name it. This choice should not be random, though. Rather, it should be based on your experience of selling through the assets. From the data you have collected over the months, you should see some assets sell more than others. This should give you a hint of which category of assets is lucrative for you. If you want to sell everything as a generalist, it's going to be fine. But specializing in certain types of three D models gives you authority, and buyers will trust you more. Especially if you have the data and sales that back you up. From my experience, finding out what sells the most is an educated guess, but it is a guess nonetheless. Most famous websites for selling three D assets like CG trader, sketch Vab, Turbos quid, and so on, give you data or information about what is popular in a certain period of time. You can take advantage of that information to see if it is going to work for you or not. After a period of time, I would say at least a couple of months, you will start to get an idea of what works for you. Start selling what works for you most. You can also take advantage of special occasions like Halloween, Christmas, and so on. So plan ahead for these events because usually, people will be looking for certain types of 30 assets. So if you prepare well, you will do well. Now, let's get into the technical stuff, starting with modeling. When it comes to three D modeling, anyone who's got to purchase your three D assets, especially professionals will appreciate it if you create good topology. In other words, you need to create something clean and pleasant to look at. Also, another important practice that your clients will appreciate is naming your assets properly and according to their name in real life. This helps a lot. Especially for assets with a lot of parts because small parts can easily be lost in a long list of objects named like cylinder four, plane 23, cube one, and so on. This is also super important for small assets in an environment filled with tens or hundreds of assets. At the same time, this will also help you personally to keep your work clean and organized, even if you are not working with clients. It goes without saying that naming your assets and parts properly is a must as a pro If you want to stand out from the rest of the competition, you need to include as many details as possible in your three D models, especially if it is a character, a weapon, or a vehicle, also known as hero assets. This does not mean, however, environment props, for example, should not be detailed. In fact, they should be two. Because it shows you care and that you are doing a professional work, and it gives a client an impression that you are one of the best. Otherwise, how are you going to stand out from the rest. But generally, if something is away from the camera or an asset or three D model is going to be in the background, meaning something that you're not going to inspect. Closely, it is not recommended to add necessary details. After you're done with modeling, you got to create UVs for your three D assets, simply because they allow you to create the accurate and good looking textures. Personally, I have certain rules I have to follow to make good looking and correct UVs that help me avoid stretches, in addition to artifacts within materials. For example, make sure to keep everything as strict as possible. Keep your island sizes proportional to each other and always use all the UV space when packing. In addition to other tips and tricks, that helpi creates something accurate when it comes to creating textures and materials. On a side note, actually, a very important note, I want to let you know that poly count matters, especially for real time applications such as video games or vr3d models. This is the case because real time projects don't have the capacity to handle a huge number of polygons in one scene, similar to what is possible in VAFX projects where VFX artists can easily have a scene full of assets and characters with hundreds of millions of polygons sometimes. To know exactly how many polygons is optimal, it's kind of hard and easy at the same time. But a tip I can give you is to go to websites like Sketch Fab, click on any model that you like from a professional seller and start to inspect it. In the inspector in Sketch Fab, you can see how many polygons it has, see the wire frame model, and how the low poly model looks if it is a game ready asset. By the way, there are certain methods to reduce the Polycount of your game asset properly without being too low poly or not loop enough, which is a balance that you need to keep. Generally speaking, You will get used to this over time. And when it comes to texturing, I recommend you use substance painter if you have it in the first place. If not, Blender is going to help you a lot because it also has a nice workflow. Once you're done modeling your three asset, whether it be a character, a weapon, a vehicle or just an environment prop, you need to export it in different formats like FBX, OBJ, and so on. Also, when exporting materials, you need to export in different sizes like one K, two K, and four K, just to give users more options to choose from, depending on the quality of the projects that they will be working on. Another important tip I can give you is to render as many images as possible and from different angles. Meaning, when rendering your three D models, you have to render them from as many angles as possible, first, because it shows that you have nothing to hide. Secondly, it gives the client the opportunity to inspect your models thoroughly, and this also includes three 60 renders, which is also available in some websites. But I would say the best option for inspecting your three D models is inspectors, like the one found in sketch AP, which allows clients to check everything thoroughly and find anything that they are looking for. In addition to doing final renders, a very important thing to include is wire frame renters. This is important because it shows how good the topology of your three D model is. For example, me personally, I can tell if a seller is good or not just by looking at the wire frame renters, especially if it is a gain ready asset or Polycount matters. Presenting your model is great in everything. But this is not enough. To increase the chances of selling more, a good idea is to upload to different markets. For example, you have platforms like CG Trader, Sketchfab, Turbo quid, blender Market, and so on. There are more, actually, but for the most part, these are the most important platforms for selling 30 assets. Generally speaking, Each platform has its own rules and best practices. However, they have more in common compared to their differences. In addition to uploaded vendors for presentation, a mandatory thing you have to do is to let your clients know about your three D model and what it is about by including a properly written description. You compile the video and read some of the descriptions a chose for you from some of the best sellers I know of. This is a simple thing, but it can help people understand a lot about your model in a short period of time. So make it simple, organized and neat. Also, make sure to include all the necessary information in there because buyers are looking for a lot of models and you want to be the one to let them know that your model is going to be the one model that they are looking for. Another thing to include in addition to the description of your model is to fill some information required by the marketplace that you are selling at. This includes things like whether the model is animated or rigged, how many polygons and vrtices it has, whether it includes textures and materials, and whether the PBR materials or not. This in addition to UV mapping information and the use of additional tools like render engines or additional errors. One additional important thing, which might be a crucial factor is to price your assets accordingly. This actually depends on many factors, but mainly try to look for similar three D models and try not to veer off too much of the market price. Basically, don't price it too high or too low for reasons that we will discover in detail, maybe in another class as we can go in detail on every aspect we talked about here. At the end of this chapter, I encourage you to share with us what needs of selling three D models you will start with and why. Also, if you have some experience already, let us know what worked for you and what didn't. Okay. 5. Method 3: Selling Courses: The next method which is selling three D courses is recommended for those who spent a couple of years or several years working as a three D artist, whether it be for yourself or as a professional for some company or studio. So it goes without saying that teaching people anything or requires knowledge of a topic at hand. I personally recommend having at least a few years of experience under your belt in at least one field of three D, whether it be game development via fax or archivis in addition to other stuff. This is important because you need to provide good value based on your experience, during which you must have seen the best and the most optimal ways of working on certain three D projects that you specialize in, so you can bring a lot of baggage with you. This, in addition to all the traps, pitfalls and shortcomings that you need to avoid as a three artist and that you can tell your audience about. Just like what I'm doing right now with the Skillshare class. The first thing when you want to create a class or a course is choosing a topic which is very important because it will lay the foundation for basically anything that you will do next. For example, if you have experience in Rc Vs, you can create a course on how to create and render interior visualization scenes, maybe exterior renders. If you are a game developer, you can create courses about creating different types of game writing characters, vehicles, or simply environment props. Maybe animation, simulation or effects for games. And creating the course itself requires preparation. First, you need to create a structure for the class or the course. For example, basics of blender, like interface, simple tools, its main tools, maybe explain the requirements of the course and gradually move to complex chapters, depending on the complexity of the topic in the first place. One important thing to keep in mind is to let your audience know about the software you will use in the course beforehand. Some examples would be used in blender, substance, Z brash, al, and so on. This is important because it sets the expectations for students, and you don't want to cast them off guard when it is too late and they discover that you will use software that you don't have in the first place. For bginter classes, it is better to keep things simple, clear and fun because beginters don't have enough knowledge of the topic and they don't have enough or I should say, they have limited investment in three D, so you don't want to make it hard or too complicated. One thing I recommend from my experience making a lot of tutorials is to keep things as simple as possible and avoid unnecessary shortcuts. If it is necessary, move slowly and speak clearly and explain what you're doing step by step. It helps also to show the keyboard keys that you're clicking on, which helps the students to follow. Now, we're going to the next step after making your course, which is marketing because it will do you no good, making a course and leaving it to collect dust. One of the best and easiest ways to market your course is to publish it on different platforms like Skillshare. This basically will increase the visibility of your course simply because people search for learning materials on certain platforms, but not others. This will give you more reach and more clients because this way, you will reach a wider audience. If you want people to know about your course and build hype for it, you need to create a teaser, which lets people or followers know about it beforehand. This can also help build hype for it, like Medcradors do, such as the live course by Pirc Peacot In addition to the human course by CG Coke or the two animate course, which are very successful, simply because they marketed their product successfully and they built hype for it. These teachers made teasers and built high for their course for weeks or even months. When it dropped, it already had momentum and sales started rolling in immediately. Another important tactic for marketing your course is to talk to influencers, especially blender influencers and there are many and plenty of them these days. One of them or a couple of them may help you do that. Easier alternative is posting about your course on forms or social media groups, or maybe your own social media or website if you have one and it already has some traffic coming to it. Otherwise, it's not going to help you that much. Now, another important thing that you need to think about before starting to sell your course is pricing. At first, you may want to start by testing different price points to see what works and what doesn't. You can try to offer a price that seems affordable because you don't have experience at first. If you start seeing some sales, keep it as it is because there's going to be a good balance between the value of the course and what students are willing to pay. You can actually raise prices, but I personally don't recommend it if this is your first course. Because at first, you want to sell as many as you can. It will give you momentum, exposure and confidence, which is important for the next one. But sometimes things can go south. Deciding one to drop the price of your course is important because sometimes, especially as a beginner, you don't know what to expect. If you actually see some bad results, you can lower the price a bit or not bringing as many sales as you expected. Another strategy for bringing more sales is creating a discount for your course at the beginning. You can offer an early bird discount like 20% or 30% off. And hope for the best. This tactic actually works because a lot of course creators do it, since it gives an incentive for buyers to hurry up and make a choice immediately. But I think overall that this process is mostly based on trial and error. Until you find something that works for you and the range of pricing that helps you most. Now, at the end of this chapter, I would like to know how you are going about creating your first course. And what are some ideas you would like to start with? For example, is it about modeling, character animation, simulation, hard surface modeling, or maybe just a beginner course about the fundamentals. Also, what level is it going to be for beginners, intermediate or advanced level artists? Okay. 6. Method 4: Selling Addons : Oh, boy, this is a very old method of making money using three D software, which is perfect for developers who have at least some experience with three D software, at least in one of its aspects, whether it be modeling, UV mapping, rigging, animation, simulation, lighting, you name it. You need this knowledge of three D, in addition to some experience of programming. A couple of years, at least, I would say, which allows you to solve problems and the challenges that come with creating tools and anons for three D software. And in Blender, in particular, there are a lot of problems to solve and a lot of challenges to go through. For aver software such as Max, Maya and Cinema four D, this method of making money using three D has been taking place for at least 20 years. But for Blender, this has been exploding in the last four years or so, which means this is a great opportunity to be a source of making a living as many artists and developers do. In fact, many blender developers are doing this full time and even creating small companies around blender tools and developing ons. From reviewing hundreds of blender ons and interviews with many successful blender developers, I'm going to give you what I personally concluded, which I'm sure you will find very valuable. First of all, the first thing that might occur to you when you want to make blender dons is having a good knowledge of coding, and you're right if you think this is the case. To create dons for Blender, you primarily need to learn Python. But this is good news actually, because Python's readability and easy views make it ideal for both beginners and experienced developers looking to extend blender's capabilities. You also need to know about Blenders API, which stands for application programming interface. Which is easily accessible through Python. This allows you to write ons that allows you to do different things like automating tasks, creating custom tools for modeling, texturing, lighting, and other things to enhance blender's functionality because this is what blender users are looking for. But if you don't know a lot about coding, luckily, there is a great on called serpents, which is basically a visual scripting tool for non programmers. Here is the thing. The shortest way to create a successful blender ons is to look for a problem within vendor, which artists are suffering from or something that is lacking within the software. This can be anything within your range of experience, whether it be modeling, rendering simulation, you name it. For example, flip fluids is an add on that solves the problem of simulating liquid using its own simulation system and it's customs sets of force fields and solvers. In a sense, we can say it is its own little software within vendor. This type of on, I would say, is hard to make. But it is rewarding because these developers have sold more than 13,000 copies at the price of $76 per copy because it is just that good and solve that big of a problem. Another example would be the box cutter and hard ops once with more than 37,000 copies sold because this couple of als made the problem of modeling complex, hard surfaces a lot easier. You can take a look at the other popular ons and see the problems they solved and how popular they are, and you will see a correlation that you can deny. One of the most important things to a mat, if you want to make a successful lender add on is to help lender artist save time when it comes to something tedious and repetitive like UV and wrapping and packing Vs. Two successful ons are U V Pacmaster and Z UV when it comes to this regard. They are both great and can save you many hours of UVs work each day or each week or each month, depending on how regularly or how often you work on three D models and do U V and wrapping. Imagine how much time artists are going to save on each model, if modeling a whole environment full of three assets. Well, it's going to be a lot. Another example would be on productivity with tools like clean panels, which helps to organize your end panel if you have a lot of different tools in addition to adults that you can keep track of. From what I can see, this can save you a lot of time and headaches. And when it comes to you, you can also aim for adults that save danger artists effort. For example, when making libraries of materials and three D models that can be further customized within an adults like libraries of vegetation, buildings, VD Bs, street signs, in addition to other stuff, and you can get creative with that because only imagination is going to be the limit. We review a lot of danger adults on inspiration test YouTube channels. I noticed over the years that there are two different kinds of developers. Some who focus on one or just a couple of adults and keep making them better on a regular basis with more updates. On the other hand, there are other developers who make tens of different ads, but guess who is more successful. Of course, those who focus on one or just a couple of adults and try to maximize their adults value over time. Because the better it is, the more incentive artists have to get it and use it on their projects. And from what I have seen, working with successful gender developers over the years, quality is way more important than quantity. The next point is extremely important too. For God's sake, if you are going to make an add on that you're going to develop over months, please spend at least 10% of that development time on marketing. What do I mean by that? Over and over again, I see blender developers creating great addons. But then they just take some screenshots and some text of what the addon can do, and that's it. I would say this is not enough, not even close. You have to spend time and effort marketing your product. First of all, you have to make a kind of a chorio or a trailer of what your add on can do. I would say in a couple of minutes max, to let people know about your add on and what it can do in a short period of time. You can put that on top of the page on Gumroad or Blender Market, for example. Follow that by explaining in text format what your add on does on that page. But it is always better to make a Tutorial explaining how your add on works. But most importantly, you need to let people know about your add on. You can contact YouTube creators and bloggers or post it on forums or websites such as Lender nation. If this is not enough, you can contact us at inspiration touch, whether it be on the website or the YouTube channel, and we'll probably talk about it if it is good enough to help you push it out there. Before you publish your add on, you have to make sure that you include the documentation of exactly how the add works. I cannot emphasize that enough. Because if you don't, it may indicate that you are not serious enough and people will get stuck, get frustrated and give you a negative review which can hurt your reputation and the add on itself in the long run. It may even kill its momentum at the start, which is really bad. You won't believe how many people leave one stop reviews just because they don't know how to use the addon and they didn't find documentation to explain how it works. So you need to be careful about that. Responding to clients and taking their feedback and suggesting seriously is also important. In an interview we conducted with Lukas, the developer of UV PAC Master, he told us that the most important updates of his add on UV PAC Master are from clients suggestions because it is that important and very useful. So you have to listen to your clients and respond to their concerns. At the end of this chapter, I would like to know what on ideas you have in mind because there are a lot of them and not all of them are going to work the same if they are going to work in the first place. So I would like you to share with us your ideas and what field is going to be in and how you're going to go about achieving it. Okay. 7. Method 5: Create Content: This method of making money as a three artist, which is creating online content is becoming more and more popular, especially among blender users, as you can see with some blender tubers, in addition to forums and websites. But I would say it is not getting easier. From my experience, it can take the longest time compared to all the other methods to see some results. Basically, you need to do the work beforehand for one or two years before you start seeing some results. But if you are serious about it, I think it will be rewarding in the long run. And just like creating courses, creating content online is recommended for artists who have at least a couple of years of experience in the field. To be able to make something valuable, why you might ask, Well, because your audience will be through the artists and some of them are going to be experienced through the artists. To keep them around, you have to provide content based on knowledge and experience, that is going to be useful for them. You have to be at least, I would say, an intermediate level artist. You can actually create content anywhere. But from what I have seen, the best sources for information for three artists are going to be blogging, YouTube, Twitter and the rest is going to be in other social media. This, at least for me personally. Now, how do you make money from that? Well, let's start with ads. Creating content on YouTube, your blog, or even TikTok and Twitter now can generate revenue through the as displayed on your videos or pages, by far. And from my personal experience, assets from YouTube or your own website can generate the most income compared to other platforms such as TikTok or Twitter when it comes to running ads. But the thing is to make a living from ads or to see any considerable income, I would say you would have to have at least hundreds of thousands of use every single month, which takes time, dedication and hard work to get to that point. The key here, I would say is consistency. If you compost once a month or once a week only, stick to that schedule, and hopefully over time, you will start seeing some revenue. But of course, it goes without saying that your content needs to be informative, useful, and maybe entertaining. You can create tutorials like many other Blender tubers, such as Blender Guru, Take three D, Southern Shai, Polygon Runway, and many many others. You can also create entertaining content like Smith and Kaizen Tutorials. Or maybe you can create content related to Blender and three D news like Ask Ak. Now, here's the thing. If you're going to create content on a series level and do it full time, I think you will need sponsors at some point. This can be hard, especially at first when you don't have a lot of views and engagement from your audience. But once you get your first client or sponsor, things hopefully start rolling from there. To start, you can link a business e mail to your YouTube channel. Just go to the section and then channel details to see examples of that. In addition, if you have a website, you can include your e mail, for example, in the contact t page. Client can reach out to you and probably work for you in the future. The secret is to negotiate based on the value that you're going to provide to the client. In the three D field, there are a lot of companies that want their products or services to be sold to three D artists like me and you. An obvious example would be render farm companies, also companies like Skillshare, square space, or any other software company that provides value for three D artists. Another alternative to having companies as sponsors is to have your audience sponsor your content, or what is known as crowd funding or crowd financial support for creating content that they want to see and love. One of the best and most popular options for this is Petrion. You can actually use different tiers that your followers can choose to pay monthly from $1 to whatever amount that you choose. But most creators have tiers between, I would say, $3 to $100 per month or per product or video. The key to being successful on Patrion is, first of all, you need to have a great content, and you need to provide value on the website so that the audience is incentivized to contribute and support you. You can make exclusive videos, extra tutorials, share with them project files, brushes, add ons behind the scenes of your projects, and maybe other things. Another method you've taken advantage of creating content is selling your products or services, especially if you have a loyal audience. You can sell through the assets, addons, courses, you name it. You can just include your links in the description of your videos, whether it be on YouTube, TikTok, Instagram, Facebook or Twitter pages. In the same vein. You can also take advantage of not only your products, but also other people's or companies products. How do you do that? You might ask? Well, you can ask artists, creators, designers or developers to sell their products for them and take a cut from those sales, and what is known as affiliate marketing. The easiest way to do this is going to market places like Blender Market, station, Gum Road, flip normals, and so on. You can also sign up with affiliate programs of men companies specialize in selling through the software and through the services. You can usually take a cut from 5% to 30% on average. If the products owners see a lot of value in you and your audience. At the end of this chapter, I think a great thing to do is actually to go on and create one social media page, whether it be Facebook, Instagram or Twitter. To start posting your knowledge, work, and experience or better yet, why not start thinking about your first blog or YouTube channel. But I have to warn you. This is going to take the longest among these methods. But it can open the door for any possibilities for you. 8. Final Thoughts: At the end, I hope you guys found at least a few useful pieces of information, tactics, or advice that you can use to start your journey and be even more successful. And to recap, I think the most important takeaway if you want any of these methods of making money as a three artist, if you want them to work, you first of all need to focus on one method at a time. Meaning, don't spread yourself to theme. Trust me. Each one of these methods can be a full time job or a business in of itself. So if you are good at just one, it will open the door for many other possibilities. But also to start, you need to do your research and see what people or other three D artists are saying about each method and their experience to find out which one is going to fit your best. Also, you need to take it step by step because you don't want to go pull in with everything you have, and then you get burnt out or discouraged if things don't go in the direction that you want it right away. So give it time. But most importantly, please don't give up and trust yourself and your skills, because if thousands of through the artists are doing it, you can do it too. You just need to be consistent and persistent. After you went through the class, I think it is time now to practice. Choose one of the best through the assets that you made and upload it to a market for selling through the assets. And I think CG trader is going to be a great start because it is popular and has easy to understand workflow. So upload your model, upload your rendered images. I mean, final renters and wire frames too. In addition to a description of the model and the necessary information that you need to fill. Once you're done, share it with me and the skill share community, so we can see what you have done. If you want to follow me, you can find us on the person touts whether it would be on YouTube or the website. Or we create different videos at.3d topics ranging from use and different informative videos. So there you have it, guys. I hope you found this class interesting. If you did, probably we'll create more of this in the future, and we'll go in more detail about these methods that we talked about. Thanks for watching.