I am interested in working with another content creator and I was surprised to find out that there isn’t a split payout option in place. Has not come up before? It would be ideal to have it in place so that complete strangers can work together without the anxiety of having only one person receive the full payout.
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I agree maybe a button to “add” another creator to a package and set percentage so epic can pay them their cut and save us from many blocks like bank fees, legal agreements etc. Since every package we make owned by epic when it is on market then could be possible. I believe many creators want to collab but can’t because of the additional fees and procedures that are complicated.
First of all, it’s a pleasure for me to be part of such an incredible community. Unreal has slowly become a passion for me and I am expanding my knowledge as a technical artist.
I would like to address literally the last two comments.
Similar thought passed through my mind to allow Marketplace Creators to collaborate and place packaged products for sale!!!
Here is my solution to approach.
Instead of figuring out how to divide the profit and define who has more contribution in on the packaged product, which surely will raise a lot of problems further down the rabbit hole.
The alternative and probably the most elegant way to do it. Simply create events such as the monthly free products and sales.
Make a page for collaborations similar to the - “Submit Content” in the Epic Launcher.
The creator will then filter a theme or a tagline to narrow the choices and create a request to the other creator.
The creator chooses a product which ALREADY exists in the Marketplace under their content creations.
Then ONLY after the agreement is made between the creators, they will simply choose the discount that they can put to the price of their packaged content.
The price is the sum of their initial price of the individual assets.
I am so thrilled to be sharing !!!
I was thinking about it for a while and now I see that even others have just announced it as a suggestion.
Please, take into consideration.
And let me know what you think of solution.
My request for Marketplace content is to set higher quality standards.
In the past I had made a lot of purchases on the Marketplace, and I can safely say out of all the products I bought (likely over 50), only two of them were worth it.
I feel like since UE4 is so easy to work with, it tends to attract people that don’t really understand certain things about games, like how to optimize, proper PBR practices, etc.
Due to lack of knowledge from some UE4 users, some generate a lot of junk, and then sell it on the marketplace.
Two other things based on some reading I’ve been doing: 1) Apparently content creators can delete negative reviews. should not be allowed, unless it’s some violation of Terms of Service, and it should be Epic that removes the negative review, NOT the content creator. It makes no sense that people can delete bad product reviews, obviously will be abused. - I was wrong about .
2) Whether or not content makes proper usage of PBR should be a requirement in the product description. There have been multiple products I’ve bought that looked like they use PBR, but upon opening them, had garbage like gloss maps and diffuse maps.
As it currently stands I’m not willing to buy anything again on the Marketplace, there would need to be an overhaul.
Apparently content creators can delete negative reviews. should not be allowed, unless it’s some violation of Terms of Service, and it should be Epic that removes the negative review, NOT the content creator. It makes no sense that people can delete bad product reviews, obviously will be abused.
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No. Content creators can’t remove reviews. Any user can flag a review, but only marketplace staff can actually remove those.
As it currently stands I’m not willing to buy anything again on the Marketplace
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I’ve made a number of purchases that ended up being less than ideal because they used too much or too little of whatever rendering , and couldn’t be made to blend with my overall scene. There’s lots of “shrubs” and “grass” and “open landscape” products, but they don’t really blend with each other at all, assuming vastly different lighting setups, and I’m too lazy to edit every shader to try to make it work better. (There’s a reason I pay for things on the marketplace …)
Just like there’s an “Epic Skeleton,” it would be great if there was an “Epic outdoor lighting setup” that content could be tuned/measured/screen-shotted with, and perhaps also an “Epic indoor lighting setup” for different kinds of assets. Use whatever you want for your hero scene, but show screen shots of the items under a known lighting setup against a known backdrop!
That being said, I’m not terribly sad, because each of the purchases is measured in “dozens” of dollars. I’m not going to get an artist to make me custom art for that price – the going rate for outsourcing is $30-$60 per hour AFAICT, and there’s a lot of chaff on the outsourcing market that can easily waste all your money on training up their new hires.
Just like there’s an “Epic Skeleton,” it would be great if there was an “Epic outdoor lighting setup” that content could be tuned/measured/screen-shotted with, …] show screen shots of the items under a known lighting setup against a known backdrop!
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They seem to even have gone back one step on that.
There used to be a required “Overview” map which had explicit lighting setup instructions and was required to be featured in product page screenshots:
[=Deprecated Marketplace Guidelines] Overview Map
All Assets packs must contain an overview map that lays out the content included in the package.
Overview Map
An overview map is a screenshot of all the contents of a submission on a grid in UE4, spaced out to show how many individual pieces there are, and their relative scale. is an extremely useful visual aid for assets that are modular, because it makes it easier to understand how many pieces there are and how they can fit together.
People make purchasing decisions based on . Providing an Overview Map is a requirement. These are the settings for creating a proper Overview Map:
⦁ Atmospheric Fog removed
⦁ Light Source set to 5.0 intensity
⦁ Skylight added
⦁ Reflection capture added
⦁ Cloud Opacity set to 0
⦁ Assets are evenly spaced out no z-fighting with the ground
⦁ BSP bases use the default grid, with MI_Template_BaseGray_03_Metal on the sides
⦁ BSP Bases have lightmap resolution set to 8
⦁ Press “Play” to make sure lighting has been built
⦁ All materials have textures
⦁ No default textures are shown on any assets
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No. Content creators can’t remove reviews. Any user can flag a review, but only marketplace staff can actually remove those.
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Quite often negative reviews are of little value, unfortunately. They’re almost always fundamentally wrong about something and don’t add any value to the review of the product. A nice, well-thought-out criticism is always welcome because that gives you a path to improve the asset, but stuff like “RIP OFFF DIS GUY IZ SCAM DSOESNT WOKR” seems to be the bulk of negative reviews.
They probably realize that a marketplace will work better with “more stuff” even if it’s “more lower quality stuff.”
If you want high quality, you will pay $50k to an outsourcing house to have your NPC character or building scene built.
Let the reviews and the marketplace sort it out!
Kind of like how there are 38 different microbrews in the beer aisle, 36of which are just yet another set of over-bitter IPAs.
Volume sells, on its own!
I would REALLY like it if there was some way to filter the marketplace to show me only things I DO NOT OWN. It would be really nice when you are searching for new things to NOT see the stuff you already own in that list. It’s particularly true for the free content. There’s 20 pages of that and I have a lot of it already, so when I want to check for new stuff or just stuff I could use but haven’t bought yet, a like “filter by not owned” would be real handy.
I’m not sure if that “negative reviews tend to be useless remark” was aimed at me, but if it was, I don’t disagree that there are a lot of people that tend to complain about assets when in reality it’s their own fault for not realizing asset did not do X before buying.
Luckily Epic handles the reviews, and if someone gives a stupid review that damages your reputation than tell them. For people with legit problems where assets are not as described, or are misrepresented however, which definitely does happen, negative reviews can be necessary.
I guess the point is that if someone is making content for the Marketplace and can’t handle some negative reviews and constructive criticism, then that’s your problem for not having thicker skin. It happens to everyone in industry.
As for the idea that if I don’t buy off the marketplace I’m looking at spending $50k+ for assets: give me a break. I realize that may be the case for some bigger projects and studios, but you don’t know my background, and for your information I have quite a bit of experience in game dev, and know that I can definitely get higher quality assets that will not cost me thousands. Curb your arrogance please.
UE4 is easy enough to work with that it tends to attract many people who can create content but don’t even understand why/how it works. That’s my main problem with UE4, in a way I wish it didn’t have Blueprints and C++ was a requirement, it would keep the novices away from giving dumb advice and creating garbage.
circles around to my main with the marketplace: people create and sell content on there, and then you load up the project and it becomes obvious that although the person managed to create a working asset, in terms of their game engine knowledge, it’s non-existent. Poor/no optimization, complete lack of understanding of how Physically Based Rendering works, keeping ALU count in materials down, etc.
Speaking of “wishlist”… my saved items in the shopping cart have been reset to something i had months or a year ago… I have now lost cart items twice (first time when the 50 item limit change happened) I guess it took you guys a year or however long it was to “fix” my report.
Yep, the same happened to me. The items in my cart look like the ones I had quite a while ago and then removed. Now instead of 50 items I wanted I have 29 I don’t care about, hehe.
Price tags are unreadable since local currency just showed up. Not only the amount of cash its difficult to compute, but It’s already been asked many times to provide switch between currencies. Guess here is one more reason to support that request.