It’s great! only $6 for each 19,99$, not to mentioning that 1€ worth more than 1$.
Here currently is necessary to multiply by 3 the total value (19,99x3 without taxes). And that’s what we pay!
B
It’s great! only $6 for each 19,99$, not to mentioning that 1€ worth more than 1$.
Here currently is necessary to multiply by 3 the total value (19,99x3 without taxes). And that’s what we pay!
B
Marketplace Submission Guidelines overhaul!
Hi all! I’ve fallen a bit behind in thread and I’ll catch up soon, but I wanted to post here as soon as I did it. I’ve given the Marketplace Submission Guidelines a significant overhaul:
Here’s what’s new:
And probably a few more things in there I can’t remember. was a pretty significant amount of work, but we’re feeling good about it, and we’d love your feedback since all of is based on community input.
Hope is the right thread.
I saw somebody is selling public domain IES light profiles from Pixar on the marketplace. It’s even a staff pick. Isn’t that a bit shady?
stuff is freely available to everyone. Not to mention lamp manufacturers provide all their profiles for free aswell on the internet.
[=;324021]
Hope is the right thread.
I saw somebody is selling public domain IES light profiles from Pixar on the marketplace. It’s even a staff pick. Isn’t that a bit shady?
stuff is freely available to everyone. Not to mention lamp manufacturers provide all their profiles for free aswell on the internet.
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I will admit, I did get kind of miffed when I realized that I’d paid for free things after I bought those lights.
[=;324021]
Hope is the right thread.
I saw somebody is selling public domain IES light profiles from Pixar on the marketplace. It’s even a staff pick. Isn’t that a bit shady?
stuff is freely available to everyone. Not to mention lamp manufacturers provide all their profiles for free aswell on the internet.
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I looked into and it appears Epic is aware of fact. In the Technical Details section on the marketplace page for the IES Lights it states:
[]
Please Note: content uses content released to the public domain for redistribution and resale. The original content can be found here: Pixar's RenderMan | Learn
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Secondly, (Epic’s Content Curator) replied to a comment on matter with the following statement:
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Correct, is listed in the Technical Details and a link to the original content is provided. After much internal discussion, Epic determined usage of public domain content is allowed.
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Hope that helps to clear it up a bit for you.
[=;324038]
I looked into and it appears Epic is aware of fact. In the Technical Details section on the marketplace page for the IES Lights it states:
Secondly, (Epic’s Content Curator) replied to a comment on matter with the following statement:
Hope that helps to clear it up a bit for you.
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I’m astonished that Epic would allow to go ahead, "Art of " is not just uploading something that isn’t his own work but he is also charging money for it. Should I crawl the internet for royalty free music and models and try and get them on the marketplace with a price tag? If is anything to go by I probably would succeed at it.
I’m astonished that Epic would allow to go ahead, "Art of " is not just uploading something that isn’t his own work but he is also charging money for it. Should I crawl the internet for royalty free music and models and try and get them on the marketplace with a price tag? If is anything to go by I probably would succeed at it.
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covered most of above. Choosing to allow public domain content was a thoroughly-debated topic internally and we decided to allow it within certain guidelines. I’ll our recently-updated submissions guidelines (found here: ):
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We do permit the use of content that is available in the public domain and available for redistribution. is meant primarily to help with presentation materials for Blueprints and code plugins, not a shortcut to quickly publish art content you didn’t create. We can tell the difference, and we are keeping a close eye on exactly how public domain content is used. We have four conditions that must be met in order for us to accept public domain content: 1) Public domain content cannot be the majority of your submission. 2) You must cite the source of the content. 3) You must include a link to the source content on the product page that includes the public domain usage information. 4) Epic will verify via that link that the content is in the public domain and redistributable.
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In the case of the PBR IES profiles, it was content that didn’t previously exist on the Marketplace, it received a large number of votes in the public Trello voting period, it was deemed useful, and our policy as stated above is to include a prominent link to the free content in case you’d rather convert it yourself than pay for it.
Why not provide it as a free pack on the marketplace in the first place if thers so much demand by the community? It’s takes but one click to import them. To put a 12$ price tag on is obscene.
Technically it might be completely legal to resell but ethically pack is questionable. I doubt the other (non Pixar) light profiles are handcrafted aswell. These things come from websites of lamp manufacturers usualy.
I don’t think many people are happy to have paid for when they find out it’s free afterwards.
The Pixar light profiles are available from the free scifi bunk scene in the lear tab aswell btw.
[=;324071]
Why not provide it as a free pack on the marketplace in the first place if thers so much demand by the community? It’s takes but one click to import them. To put a 12$ price tag on is obscene.
Technically it might be completely legal to resell but ethically pack is questionable. I doubt the other (non Pixar) light profiles are handcrafted aswell. These things come from websites of lamp manufacturers usualy.
I don’t think many people are happy to have paid for when they find out it’s free afterwards.
The Pixar light profiles are available from the free scifi bunk scene in the lear tab aswell btw.
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I understand why you would find frustrating. However, is the policy we’ve decided upon for now, and we’re testing it out to see what the public response to it is. Hearing from you is actually very helpful feedback, and even though we disagree on point, I appreciate that you took the time to let us know and explain how you feel. If I may ask, with regards to public domain content, what are your thoughts on a better way could work? I made sure to indicate that it’s public domain content prominently on the product page and to offer an alternate download link, but if the visibility for that is poor, perhaps I could revisit that to make it clearer.
[=;324079]
I’d be willing to pay more to get some of the packs customized…
Don’t know if that’s on the table or what it would look like from the Vendor’s or Epic’s point of view, I’m just throwing it out there.
Example: The forums have several space shooters in progress that look a little too similar IMHO. Some have already gone for funding and bombed. While you can’t ever be sure of the reasons behind that, similarity in visual style is probably a key factor. Certainly, games that have gone for a more unique visual style seem to be fairing better.
I’m not saying today, but after the marketplace evolves, maybe some of the vendors would be interested in taking their core packs and tweaking them as one offs for a proportionate sum, in addition to their steady stream of volume sales. It would definitely take the marketplace to a higher level far beyond what the Asset Store will ever be with its generic starter packs. Besides, what’s the point of copying Unity’s low-hanging-fruit model anyway!
#1. Any pros willing to offer a ‘premium’ pack or after-sales service?
#2. How about the future , what far off plans does Epic have for the marketplace, can you say?
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I’ve always seen the Marketplace as a way to promote services along with the content provided. T-Pose, for example, runs Mocap Now, a mobile mocap that provides content at the same quality level as their Zombie1, Zombie2, Robo, and Female animation packs. I’ve promoted that in our blog posts and in our newsletter, and I’ll happily do that for people and companies that want to sell great content and advertise additional services they offer. I want the Marketplace to be a haven for content creators, and I think that’s a smart way to do it. Epic doesn’t monetize the promotion of services, by the way. It’s just the right thing to do, and my hope is that will attract more talented people to the Marketplace when they realize the opportunity that gives them.
[= ;324096]
I understand why you would find frustrating. However, is the policy we’ve decided upon for now, and we’re testing it out to see what the public response to it is. Hearing from you is actually very helpful feedback, and even though we disagree on point, I appreciate that you took the time to let us know and explain how you feel. If I may ask, with regards to public domain content, what are your thoughts on a better way could work? I made sure to indicate that it’s public domain content prominently on the product page and to offer an alternate download link, but if the visibility for that is poor, perhaps I could revisit that to make it clearer.
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Perhaps it could work like with some items on gumroad or bandcamp that people have the choice to pay for it voluntarely if they want to support the person.
I think the danger is that when the market opens up more then a whole lot of freeloaders will appear reselling free assets that they didn’t create themselfes for a quick buck. just rubs me the wrong way as someone who actualy creates game art for a living.
Visibility can also be improved for sure. I wouldn’t have read the small printed stuff if i wasn’t baffled by the item to begin with. I think it’s easy to miss.
[=;324079]
I’d be willing to pay more to get some of the packs customized…
Don’t know if that’s on the table or what it would look like from the Vendor’s or Epic’s point of view, I’m just throwing it out there.
Example: The forums have several space shooters in progress that look a little too similar IMHO. Some have already gone for funding and bombed. While you can’t ever be sure of the reasons behind that, similarity in visual style is probably a key factor. Certainly, games that have gone for a more unique visual style seem to be fairing better.
I’m not saying today, but after the marketplace evolves, maybe some of the vendors would be interested in taking their core packs and tweaking them as one offs for a proportionate sum, in addition to their steady stream of volume sales. It would definitely take the marketplace to a higher level far beyond what the Asset Store will ever be with its generic starter packs. Besides, what’s the point of copying Unity’s low-hanging-fruit model anyway!
#1. Any pros willing to offer a ‘premium’ pack or after-sales service?
#2. How about the future , what far off plans does Epic have for the marketplace, can you say?
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is some good feedback , and actually something I have thought about while making my packs. I’m not exactly sure the best way to approach , as time spent working on one persons assets will be time away from working on the rest of the series. Making my packs highly modular with the meshes, as well as materials was done largely as an answer to the question you posed above. I’m constantly looking for other ways in which I can help my customers set their assets apart from one another, one thing I have done for upcoming pack is increase the amount of interchangeable assets. The most efficient way to do would be by including more modularity in the pack, so that the consumer will be in control and won’t have to pay any more extra costs on top of what they have already spent. If you have any more ideas of modularity, or ways in which consumers can set their packs apart I would love to hear them. These are the sorts of things I can address in free updates, as well as future packs. =)
I minor change to the marketplace interface that I’d like to see, is to make the bread crumbs anchored at the top of the page. way, when browsing assets, scrolling down to read the description and look through the previews, I wouldn’t need to scroll back to the top, I could just click the back (“home”) button.
Secondly, I think the content browser in the launcher is really starting to get too full. It’s hard to find the content you want since everything is there, on one screen, with thumbnails. It’s somewhat overwhelming to look at. I’d suggest the front page be reserved for featured content and that we have the ability to drilldown to what we’re interested in.
[=notanumber;328270]
I minor change to the marketplace interface that I’d like to see, is to make the bread crumbs anchored at the top of the page. way, when browsing assets, scrolling down to read the description and look through the previews, I wouldn’t need to scroll back to the top, I could just click the back (“home”) button.
Secondly, I think the content browser in the launcher is really starting to get too full. It’s hard to find the content you want since everything is there, on one screen, with thumbnails. It’s somewhat overwhelming to look at. I’d suggest the front page be reserved for featured content and that we have the ability to drilldown to what we’re interested in.
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Both excellent suggestions. We’re working on bringing all the web Marketplace features into the launcher, which is going to free us up to start customizing the Marketplace layout and hands-on experience. Right now they’re managed out of different interfaces with different rules governing them, so the resulting user experience between the web and launcher is slightly clunkier than I’d like because of various small compromises we have to make to try to keep the two consistent. will change very soon and let us do the types of thing you’re suggesting. Thank you for your input! I especially like the anchored breadcrumbs idea.
Another process update! Some of you have asked about week’s blog post. The weekly Marketplace blog posts were kinda taking over the front page of unrealengine.com, so for right now we’re cutting back the number of blog posts we make and are doing a monthly rollup, plus a blog post every other week for our sales and promotions. We have a Marketplace-specific mailing list in the works, but that’s not ready for prime time yet.
And that leads to a question – since we’re moving to monthly blog posts, that will give me more time to prepare them. What kind of content would you all like to see in a blog post like that?
Realistically we’ll probably be making shorter blurbs, but I’d like to experiment with other types of data. Staff picks, seller profiles, showing off games using Marketplace content, and things like that are what I had in mind, but I’d love to hear from the community.
I have to admit I’m going to miss those weekly blogs, but I understand the reasoning behind it. =P I like your thoughts on showcasing projects that use the marketplace content, that’s a cool way to get the community involved. If I can think of any other suggestions, I’ll be sure to send them your way. =)
Edit: Any info to share on when the monthly blogs will go out?
Hey, i have a small feedback regarding the color of some words on the Marketplace Site.
Normally, everything that is clickable, is light blue, like the support email (picture below).
But the TAB for switching between “Description” and “Technical Details” is the other way round.
The Blue one is the active one, and the Black one is the clickable one.
I would change that (: It’s a minor thing, but i always click on the wrong tab cause of that.
I have noticed that very few people leave reviews for the items they have purchased. It might be useful to send them a timed reminder to review the items after a while of having purchased it (like Amazon does).
[=;336627]
I have noticed that very few people leave reviews for the items they have purchased. It might be useful to send them a timed reminder to review the items after a while of having purchased it (like Amazon does).
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Yes, it seems the number of people who leave ratings and reviews is extremely low.
[=;336627]
I have noticed that very few people leave reviews for the items they have purchased. It might be useful to send them a timed reminder to review the items after a while of having purchased it (like Amazon does).
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I think a big reason for that is few use the website in comparison to the launcher, where reviews are currently not accessible. Your proposed solution could work, but I think implementing reviews and ratings into the launcher could achieve the same result, all while solving another problem. =)
[=;336946]
I think a big reason for that is few use the website in comparison to the launcher, where reviews are currently not accessible. Your proposed solution could work, but I think implementing reviews and ratings into the launcher could achieve the same result, all while solving another problem. =)
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That’s a good point, I assume is major factor.