The renders that you see in this post are shots from our recent product Roughness Imperfection .
One important point is that the base working knowledge or simply understanding what tools do in softwares won't necessarily help you create a high quality product; let us give you a concrete example for better understanding .
You plan to create a material or texture classified product. The fact that you do render well with VRAY, Corona or that you can simply come up with a great materials don't ensure what you come up will be a successful product.
Why? Because even if we had completely made our own material, it's that most of the time it is going to be a premade texture that we just used. In addition to that, applying a material is one step after texture creation which requires a solid knowledge on how a texture behaves in real situations while functioning in materials. As an other example, what type of reflective behaviour it should represent to be realistically accurate. This knowledge which often refers to the level of our awareness towards real life texture behaviours is far more valuable than general software skill sets to hit a high quality creation in Textures' category. ( you can see another example here )
The production process of a concept in 3D graphics is that you should build your concept matter with modeling, then you pay attention to it's finish and material which in fact is the process of texturing and shadering. After your product is ready to use, you have to make renders to represent your work to your audience in situations that they might in those cases need your product. When dealing with finish and material, you can't often rely on software libraries to help you and you're most likely want to use more realistic pictures and designs, unique with more diversity. That's also the very reason the use case of premade and ready to use textures is being constantly broadened and made easier.
But before going to find and use a quality texture, you need to know some somewhat general information that we'll now focus to explain and point it's subtleties. A perfect designed, modeled, textured and rendered creation isn't going to be a useful and successful product unless it corresponds to the audience's needs. It's not all about a way so superficial to boost the speed of others' production that makes it a profitable investment, but also it should be a catalyst to level up the quality aspects that helps people develop their work in general.
Therefore producers should test and make use of their own creation and show the positive results, as an evidence, to people who are willing to invest and upgrade their own works. The market won't buy anything for fun, but for efficiency and you should convince with alive results how your products can help them improve the quality of their materials; that's why we desperately try to convey our products' practicalities in different ways in suitable scenarios.I personally believe if a product is going to be really successful and come in handy to buy, first it should deliver it's positive results in our own sample cases we bring about as producers.
The last but still a very important tip, is that buyers can't really discover that your product is good and useful easily , it's you that should help them find out with your presentation.We hope that you'll find these information useful, here we tried to explain people's intentions when they are looking for products and how marketplacers should undrestand and take use of these thought process to first create better products, and then to represent it as best as possible
Comments