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<title>Forum - Competitions, Events &amp; News - Market place - Messages</title>
<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<description>Forum - Competitions, Events &amp; News - Market place - Messages</description>
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<pubDate>Fri, 20 Nov 2015 16:11:40 GMT</pubDate>
<lastBuildDate>Fri, 20 Nov 2015 16:11:40 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>I am going to clarify this in that its up to the individual user as to whether they will continue to create free assets. </div> <br/> Outstanding - thanks for answering my question!]]></description>
<pubDate>Fri, 20 Nov 2015 16:11:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'>I thought I'd clear a couple of things up for a sec: <br/> There would still be free assets from creators who would rather "donate" assets. <br/> As for the payment system, I was thinking converting it to "virtual pounds" which would work on the exchange rate at the time of purchase. So if you put in $10, you'd get £6.55 of credit to spend (Rather than displaying it as $10). </div> <br/>  <br/> I am going to clarify this in that its up to the individual user as to whether they will continue to create free assets.   Muvizu contacted us when this started and gave us the choice of whether we would pull our assets down or leave them up for free and asked us if we would continue to create freebies.    The bulk of creators who had anything up left it up and said that they would like the ability to donate free stuff in the future.   <br/>  <br/> However there is no obligation to do so.  Its voluntary and not a requirment of any single user or even muvizu to churn out anything for free. The option will be there if he/she chooses to do so. <br/> <em>edited by urbanlamb on 20/11/2015</em>]]></description>
<pubDate>Fri, 20 Nov 2015 16:07:34 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Could we end the bun fight and stick to constructive criticism please....]]></description>
<pubDate>Fri, 20 Nov 2015 15:56:32 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>yeah dude I hate to say it... </div> <br/> <img src="images/smilies/7314474053.gif" border="0" alt="Violin" />]]></description>
<pubDate>Fri, 20 Nov 2015 15:44:07 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'><b>PatMarrNC</b> wrote:<br/><div class='quote'>who said anything about greed?  That word hasn't come up once until now. </div> <br/> <img src="images/smilies/shakehead.gif" border="0" alt="shake head" /> <br/>  <br/>  </div> <br/>  <br/> yeah dude I hate to say it a discussion was opened up about a store and people put in input.  Saying its greed as you did and i am sorry its quite rude to assume that those giving input are doing it out of greed.    This is in your head.    I will tell you right now that most people who decide to contribute which is something i have not decided upon yet because of just such labels and stereotypes that come up along with the usual arguments that come up with greedy developers will probably not make enough money to even cash out that more one then once a year for 50 bucks.  If they are lucky that is..  <br/>  <br/> So here is the list of false stereoytypes: <br/> -developers are not greedy <br/> -nor are they lazy <br/> -and neither is it easy to do  <br/> - all developers are rolling in money (the bulk  of these so called greedy developers barely make enough money to survive and often hold second jobs working in other industries. ) <br/> - all developers are living the high life and driving big cars and live in fancy houses (no they also do not all drive mercedes or caddilacs and live in mansions. ) <br/>  <br/> I find it quite rude when people come up with such trollish comments when the thought of spending 5 cents come up.  I will tell you now that no one is going to get rich quick if they do decide to sell something.  Which to be honest because I am getting older I can't be bothered to take part in because I am burnt out on people like you who assume that everyone who participates in this industry is rich and greedy.   As someone who gives away more then I sell and who pulled stuff down off the market a long long time ago now because of the attitudes like this who was only doing it for fun and as a hobby as I have a job that has allowed me to retire early that is NOT in the 3d industry.   I think its people who think about developers as rich and greedy who are the greedy ones because you want something for nothing all the time.    <br/>  <br/> So maybe since i am getting old and cantakerous and am about to retire I might sell stuff, but please dont purchase anything from me if you think of people like that I dont want your business.  Go and make it yourself and dont spend a dime not on me anyhow.   I highly encourage you to not spend a dime and make all your own assets and code all your own software!  <br/>  <br/> I am sure though that you have no trouble using everyones free work without hesistation because you know "its easy" and everyone is just greedy and lazy.   Oh and your welcome by the way for all that free crap that everyone has contributed over the years. <br/> <em>edited by urbanlamb on 20/11/2015</em>]]></description>
<pubDate>Fri, 20 Nov 2015 14:51:23 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>who said anything about greed?  That word hasn't come up once until now. </div> <br/> <img src="images/smilies/shakehead.gif" border="0" alt="shake head" /> <br/>  <br/> <b>MrDrWho13</b> wrote:<br/><div class='quote'>There would still be free assets from creators who would rather "donate" assets. </div> <br/> Thanks for the actual answer. <img src="images/smilies/smile.gif" border=0 />  That people would say "hey, this is pretty cool, I'd like to see other people use it too" was one of the great things about this site and the software!]]></description>
<pubDate>Fri, 20 Nov 2015 12:33:09 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I speak as a purchaser rather than a seller and...... <br/>  <br/> A points system would put me off entering. There are couple of sites like this and I always think (rightly or wrongly) - "I'm never going to use them again so I don't want to have cash tied up there that I'm just going to waste" - and I go somewhere else. It's a lot of work for a possible negative outcome. <br/>  <br/> Here what I would do... <br/>  <br/> <ul><li>Sell stuff in packs to overcome the transaction cost. </li><li>Don't worry about currency fluctuations. Choose a currency and stick to it. We're all grown ups and understand that currencies can change, but normally not that much to make a big enough difference on such small amounts. Don't over complicate things. <br/> </li><li>Have periodic sales. I use DAZ3D. They have a "wishlist" system. I just stick things I know I'm going to want in there and buy them when they're on offer. I always think I have one over on them, but I suspect it's really the other way round.</li><li>The low poly / high poly argument is really one about style. Low Poly models are great and are probably what are required here to fit in with the Muvizu objects you get with the software, but these are not for the likes of Ziggy and myself. We like higher poly models to give a more sumptuous look. It's horses for courses. However having both will cause a bit of an identity crisis for the store. My instinct says sell low poly objects which fit in with the Muvizu look - if you want the high poly more realistic look then leave it to the likes of DAZ.</li><li>Once you work out that the average person buying Muvizu then goes on to buy assets - give the software away for free. Look at it as handing people a big shopping trolley as they enter the store. It's all about in-app purchases. <br/> </li><li>As PatMArr says - "sell the dream". Trust me, it's a lot easier to buy the assets for a project than it is to make it!</li></ul>Just my 2 Muvizu points worth....]]></description>
<pubDate>Fri, 20 Nov 2015 07:36:35 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[I thought I'd clear a couple of things up for a sec: <br/> There would still be free assets from creators who would rather "donate" assets. <br/> As for the payment system, I was thinking converting it to "virtual pounds" which would work on the exchange rate at the time of purchase. So if you put in $10, you'd get £6.55 of credit to spend (Rather than displaying it as $10).]]></description>
<pubDate>Fri, 20 Nov 2015 07:21:59 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'>Amidst all the talk of greed and points and money and payments... there would still be free stuff, right? </div> <br/>  <br/> who said anything about greed?  That word hasn't come up once until now.]]></description>
<pubDate>Fri, 20 Nov 2015 05:37:45 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[Amidst all the talk of greed and points and money and payments... there would still be free stuff, right?]]></description>
<pubDate>Fri, 20 Nov 2015 02:14:45 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[The company wouldn't care about exchange rates at this level of sales. They get to use the cash till they have to pay it out so they save on the cost of loans to run their business. But even then, it's such small potatoes that you don't even consider it. After all, we're dealing with virtual products that they don't need to warehouse. <br/>  <br/> As long as everyone makes something, however insignificant, after costs, they win. As an author I can assure you that I speak from experience.]]></description>
<pubDate>Fri, 20 Nov 2015 00:44:40 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>primaveranz</b> wrote:<br/><div class='quote'><b>PatMarrNC</b> wrote:<br/><div class='quote'> <br/>  <br/> I'm assuming that the monies will be deposited in a UK bank, then withdrawn for each purchase at the current exchange rate. This may be one reason why some people use a point system (it disguises purchasing variance due to changing exchange rates) </div> <br/>  <br/> If the sales items are priced in points, then currency exchange rate changes between you purchasing points and spending them have no effect. </div> <br/>  <br/> Seems like that would be problematic when withdrawing the funds to pay the person who made the asset pack. Imagining the simplest scenario in which there is only one buyer and one seller, if I bought $10 USD of points, today that equates to 6.55 GBP.... then   If I buy an asset pack priced at 6.55 GBP and the exchange rate has fluctuated, when Muvizu  dispenses funds to the creator, they'd either have to: <br/>  <br/> 1) withdraw more GBP than was deposited initially, thereby creating a deficit... or <br/> 2) make the designer absorb the difference, paying them the current exchange rate  <br/>  <br/> Multiply that times a bunch of buyers and sellers, and it quickly gets complicated to keep up with. If we're dealing with known rates that can be looked up in a table, I can see pretty quickly if my $10 USD is still enough to buy a 6.55 GBP item...  This puts the adjustment in the buyer's realm, so Muvizu doesn't have to deal with any of that.]]></description>
<pubDate>Fri, 20 Nov 2015 00:34:56 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[And asking this company to become a Forex operation would be the death knell to the marketplace. You win some years and lose on others when it comes to currency fluctuations. Buy low, sell high.  <br/>  <br/> Buy at any price but never use the product and you lose every time. But man, do I have bragging rights for my stupendous software collection. <br/>  <br/> As noted earlier, sell the dream.]]></description>
<pubDate>Fri, 20 Nov 2015 00:16:26 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'> <br/>  <br/> I'm assuming that the monies will be deposited in a UK bank, then withdrawn for each purchase at the current exchange rate. This may be one reason why some people use a point system (it disguises purchasing variance due to changing exchange rates) </div> <br/>  <br/> If the sales items are priced in points, then currency exchange rate changes between you purchasing points and spending them have no effect.]]></description>
<pubDate>Fri, 20 Nov 2015 00:09:43 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'>I agree with the points system - it releases a lot of strain from transaction fees. Also, as you guys have said, it's more appealing to have some credit to spend than having to reach for your credit card every time. <br/> <u>However, I think it needs to be represented in a real currency</u> (as Steam does) rather than a confusing 100points is $1 or whatever; just say it's $1 or £0.50. <br/>  </div> <br/>  <br/> I agree. Maybe with a built-in currency calculator to show the balance in a variety of different monetary systems. Especially since exchange rates vary. If I deposit $50 USD today and don't buy anything for a month, it might be worth $45 or $55 USD depending on how the market fluctuates.  <br/>  <br/> I'm assuming that the monies will be deposited in a UK bank, then withdrawn for each purchase at the current exchange rate. This may be one reason why some people use a point system (it disguises purchasing variance due to changing exchange rates)]]></description>
<pubDate>Thu, 19 Nov 2015 22:51:12 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>fazz68</b> wrote:<br/><div class='quote'>MMmmmm doughnuts.... nice </div> <br/> <a href="http://muvizu.com/3D/26963/Drive-Through-Doughnut-Shop-Doughnuts-Include" target="_blank" rel="nofollow">http://muvizu.com/3D/26963/Drive-Through-Doughnut-Shop-Doughnuts-Include</a>  <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />  <br/>   <br/> I think my doughnuts were a tad vertex heavy I dont remember LOL.]]></description>
<pubDate>Thu, 19 Nov 2015 22:28:05 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[I agree with the points system - it releases a lot of strain from transaction fees. Also, as you guys have said, it's more appealing to have some credit to spend than having to reach for your credit card every time. <br/> However, I think it needs to be represented in a real currency (as Steam does) rather than a confusing 100points is $1 or whatever; just say it's $1 or £0.50. <br/>  <br/>  <br/> (I might make some mock-up designs for the store to represent what's said here.) <br/> <em>edited by MrDrWho13 on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 22:27:16 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[If the store is up before christmas we could all buy each other gifts.<img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 19 Nov 2015 22:26:54 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[MMmmmm doughnuts.... nice]]></description>
<pubDate>Thu, 19 Nov 2015 22:16:35 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'> <br/> ...however, in my experience, I'd rather take the hit for a high poly model because it looks good on screen (or at least better than the low poly option). It's down to the buyer to decide whether they want to blow their poly budget on just a couple of items, isn't it? As much as I'd like to have a car that only uses less than 1k and doesn't look like crap on screen, I've yet to find one. <br/>  <br/> So, what I'm saying is that you need to make the seller give this kind of detailed info because some of us are more poly conscious than others <img src="images/smilies/smile.gif" border=0 /> The limit for Muvizu is actually 20k in one object, so the ceiling is already fixed, it's just up to the (well informed) buyer if they want to have 10k HD doughnuts or not. Some really interesting points coming out of this thread... </div> <br/>  <br/>  <br/> I dont mind selling my 10k poly doughnuts, but I also know my 10k polygon doughnuts are easy to make and no harder to make then a 100 polygon doughnut.    If you want to buy it, but value wise there probably wont be much price difference lol.  So more does not necessarily mean better and in actual fact the guy who made the 100 polygon doughnut probably started making it with the 10k poly doughnut and then baked the info off so in theory it was less work to create the 10k poly doughnut so in a way it should be cheaper. <br/>  <br/> However if your scene can only handle a 10k poly doughnut and a chair and table and then its starting to grind to a halt then perhaps it would be better to shop around and get a 100 poly doughnut instead and if you will buy my 10k poly doughnut for more money then fine with me its just not very logical lol ..  because it was easier to make it LOL <br/>  <br/> If we speak of the evil reallussion marketplace there are likely several 10k doughnuts out there on it, but they  are often free or very cheap because most people want 100 poly doughnuts <img src="images/smilies/smile.gif" border=0 /> So there is a wide variety of doughnuts for sale at various prices. <br/> <em>edited by urbanlamb on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 20:42:11 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[Reallusion uses this payment system to sell credits as yet another item but I suspect that many of them will be able to handle points as just another currency option. The trick is keeping track of who owns how much of the virtual cash. <br/>  <br/> <a href="https://www.ablecommerce.com/OverView-W133.aspx" target="_blank" rel="nofollow">https://www.ablecommerce.com/OverView-W133.aspx</a>]]></description>
<pubDate>Thu, 19 Nov 2015 20:38:48 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[regarding "what adds value that I'm willing to pay for" <br/>  <br/> I would pay more in order to receive the OBJ file so I could adapt purchased models to my needs. Having the OBJ file would make the number of polygons a moot point, because that's just one of many attributes that can be changed if you have an editable file.  <br/>  <br/> There are very few modelling programs (in my price range) that allow opening and editing of the formats used in MUVIZU]]></description>
<pubDate>Thu, 19 Nov 2015 20:33:51 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'><b>artpen</b> wrote:<br/><div class='quote'> <br/>  <br/> Mmm, fair point, what I mean is top quality, the amount of time that person has spent on the model, most of the time they are high poly, so yes, they will need to be Poly slashed for Muvizu. </div> <br/>  <br/> Yeah I have not found these two things to be congruous in fact I think you will find that if you really looked into it .. its the opposite.  Its actually more difficult to create good looking low poly game engine ready stuff then it is to create high poly stuff, but I think your thinking about "resolution" which is different. <br/>  <br/> In this case I think that muvizu can handle to a point what are called "mid rez" stuff that is low poly or possibly medium poly objects with medium resolution textures and normal maps.  This is defined as 2048x2048 texture and normal map.  However I can say that we are limited by polygons a great deal in muvizu due to the engines age and the polygon count actually falls into the low poly range.  <br/>  <br/> I dont think a mid poly character would even work that well in muvizu and by that I mean 55k polygons is too much <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> However objects should all be below 1k polygons unless its something very larger .. a full house maybe and even then I would be looking at less then 5k polygons.    <br/>  <br/> Most objects we make should probably fall around the 500 polygon range.    Maybe a car 2k poly .. maybe I might push it to 5k and if i want to be wasteful 10k but that would be me being lazy that day LOL.   I would also probably give it away for free because its polygon heavy which is "bad form" in a game engine so anyhow.    I will shut up about polygons the subject makes me cranky <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/>  <br/> (i am very opinionated today it seems sorry ^^) <br/> edited by urbanlamb on 19/11/2015 </div> <br/> ...however, in my experience, I'd rather take the hit for a high poly model because it looks good on screen (or at least better than the low poly option).  It's down to the buyer to decide whether they want to blow their poly budget on just a couple of items, isn't it?  As much as I'd like to have a car that only uses less than 1k and doesn't look like crap on screen, I've yet to find one. <br/>  <br/> So, what I'm saying is that you need to make the seller give this kind of detailed info because some of us are more poly conscious than others <img src="images/smilies/smile.gif" border=0 />  The limit for Muvizu is actually 20k in one object, so the ceiling is already fixed, it's just up to the (well informed) buyer if they want to have 10k HD doughnuts or not.  Some really interesting points coming out of this thread...]]></description>
<pubDate>Thu, 19 Nov 2015 20:24:59 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I like the idea of a virtual currency and had mentioned it before, but it does rely on muvizu looking into an entirely new system on top of transactions which it will have to deal with anyhow because people would need to cash out if they are earning and not buying etc.     <br/>  <br/> As for pricing I will leave that to others because I tend to feel that there will be different tiers of quality and not all widgets will be of equal value.]]></description>
<pubDate>Thu, 19 Nov 2015 20:23:26 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>Farscaper</b> wrote:<br/><div class='quote'> <br/> A lot of the content systems, like Reallusion, use points that reduce the number of micro transactions of cash. You buy points once and spend them in dribs and drabs without processing fees. I've never looked into the mechanics of it but now I see why they use it. </div> <br/>  <br/> this is an EXCELLENT idea! But it would depend on MUVIZU's website developer to come up with a way of  dispensing products without invoking PayPal or some other point of purchase entity.  <br/>  <br/> It would necessitate having two different sales engines: one that goes the conventional route, and one that gets redirected to a custom routine that deducts points from someone's tally, then allows downloading <br/>  <br/> Another advantage of this approach is that once you know purchases are pre-paid, it is easier to spend because you don't have to overcome the normal process of justifying the purchase. It become pure impulse buying... which tends to be kind of addicting.  <br/>  <br/> Stated differently: It's far easier to deposit money once, then spend it in 50 installments than it is to make 50 separate purchases.  <br/>  <br/> =========================================== <br/>  <br/> It might be an interesting experiment to  offer the option of buying MUVIZU at a higher price which includes a certain amount of credit toward the purchase of add-ons in the store. This would accomplish a couple of things: <br/>  <br/> 1) it would raise the perceived price/value of MUVIZU <br/> 2) it would get new users accustomed to buying from the store  <br/> 3) it would keep money flowing for everybody <br/>  <br/> =========================================== <br/> <em>edited by PatMarrNC on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 20:11:37 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from PatMarrNC</title>
<description><![CDATA[regarding pricing: <br/>  <br/> I seem to recall from my college economics class that you have to experiment to find the "sweet spot" <br/>  <br/> Price an item too high, and even people who want it won't buy it. <br/> Price it too low, and people think it's poor quality and pass over it.  <br/> Reduce the price slightly and some people will buy it, while others won't. <br/>  <br/> A time honoured marketing trick is to price high, then have periodic sales. The high price sends a message that this is good stuff that you can only afford in your dreams. Then, when it suddenly becomes affordable on sale, nearly everybody who ever wanted it will buy it.  <br/>  <br/> My own threshold is $99 USD... most of the software I've ever bought has been priced at $200 USD or more, but reduced briefly to $99. At that ratio between list price and sale price, I generally feel like I've gotten a valuable item for a desirable price, and I JUMP at the opportunity! <br/>  <br/> For smaller purchases, $10 USD is a no brainer for me (if I want it). If I don't need it, no price will make me buy... not even free. The trick there is making accessories that a lot of people will want . <br/>  <br/> The sale approach is less workable if you offer the sale price every day. That just sends the same message as a store with a perpetual "going out of business" sign in the window. It makes people think you are a loser who is going out of business because of poor quality items you can't get rid of at any price.  <br/>  <br/> Ideally, offering the 50% off price once or twice per year at most, works best.... with smaller reductions of 10% or 20% throughout the year (but not perpetually)  <br/>  <br/>  <br/> Another approach for this site (due to the "per transaction" fee) might be to offer discounts when somebody buys multiple asset packs in one transaction.  This rewards the buyer for spending more. And anybody who has ever bought a car knows that once you accept the idea of laying down a large chunk of cash... it is very easy to justify spending more than you originally intended.]]></description>
<pubDate>Thu, 19 Nov 2015 20:05:47 GMT</pubDate>
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<title>Message from Wabby</title>
<description><![CDATA[I'm not very good business, but I do not understand why we should absolutely fix prices. <br/>  <br/> The quality of a model is not necessarily linked to the number of polygons or size of textures (especially for a real time engine like Muvizu)... <br/> <em>edited by Wabby on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 19:58:07 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[I agree that it would be good to have an internal currency where you could buy say £10 pounds of points <br/> Then use them when you saw something you wanted. <br/> Very hard to see how you can put a standard price on anything, natural laws of demand should see to that, you would just need some method of reducing the price if something wasn't selling. <br/> I would recommend taking a look at the Reallusion market place for an idea of pricing. 100 points = 1 dollar.]]></description>
<pubDate>Thu, 19 Nov 2015 19:44:39 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'> <br/> Okay gonna say something about this as well.  Not all moguls are good at all things.   So in the end I think it should be digimania that screens content for their store.    I can also say that likely there are content providers out there who would refuse to take part in a store with peer control.    <br/>  <br/> At the moment I appear to be picking things apart, but I want to ensure that if people are spending money they get their money's worth and what they purchase is appropriate for use in a real time engine and more specifically muvizu's engine.   <br/>  <br/> For price I honestly think this should be up to the seller in part keeping in mind that there is likely a minimum price that would make sense due to the various costs involved with moving money around. </div> <br/>  <br/> I agree with you about Moguls (why I said 5 out of 10). Ha.  <br/>  <br/> You are likely right about avoiding peer review since I doubt you'd ever manage to agree or find time to deal with the imagined deluge of content. Or it would go to someone's head and we'd have to make a Megalomania Muvizu movie. <br/>  <br/> I'd still like a better rating system that shows how many people gave stars to a product. Maybe it will build out from the sparse base of review info that exists so far. I'm thinking of Amazon and how I buy stuff from there. <br/>  <br/> A lot of the content systems, like Reallusion, use points that reduce the number of micro transactions of cash. You buy points once and spend them in dribs and drabs without processing fees. I've never looked into the mechanics of it but now I see why they use it.]]></description>
<pubDate>Thu, 19 Nov 2015 19:19:08 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'> <br/>  <br/> Mmm, fair point, what I mean is top quality, the amount of time that person has spent on the model, most of the time they are high poly, so yes, they will need to be Poly slashed for Muvizu. </div> <br/>  <br/> Yeah I have not found these two things to be congruous in fact I think you will find that if you really looked into it .. its the opposite.  Its actually more difficult to create good looking low poly game engine ready stuff then it is to create high poly stuff, but I think your thinking about "resolution" which is different. <br/>  <br/> In this case I think that muvizu can handle to a point what are called "mid rez" stuff that is low poly or possibly medium poly objects with medium resolution textures and normal maps.  This is defined as 2048x2048 texture and normal map.  However I can say that we are limited by polygons a great deal in muvizu due to the engines age and the polygon count actually falls into the low poly range.  <br/>  <br/> I dont think a mid poly character would even work that well in muvizu and by that I mean 55k polygons is too much <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> However objects should all be below 1k polygons unless its something very larger .. a full house maybe and even then I would be looking at less then 5k polygons.    <br/>  <br/> Most objects we make should probably fall around the 500 polygon range.    Maybe a car 2k poly .. maybe I might push it to 5k and if i want to be wasteful 10k but that would be me being lazy that day LOL.   I would also probably give it away for free because its polygon heavy which is "bad form" in a game engine so anyhow.    I will shut up about polygons the subject makes me cranky <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/>  <br/> (i am very opinionated today it seems sorry ^^) <br/> <em>edited by urbanlamb on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 19:11:23 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Farscaper</b> wrote:<br/><div class='quote'>I guess it also boils down to how large the market is. Judging by the number of forum posters and downloads of even the greatest free assets, I have to wonder if the finer details matter just yet.  <br/>  <br/> By this stage of the game Muvizu should rely more on the "Moguls" as a screening panel for anyone wanting to sell content. They could determine quality and do a poll on a suggested price after getting access to the assets on an honour basis. (Won't ever use unless they buy it.) Or it could be something presented in a film for everyone in the forum to vote on. (Needing a set number of thumbs up.) <br/>  <br/> The current system of seeing just a few comments on the product page really don't encourage me to buy. The approval stamp of at least five out of ten experts here would. </div> <br/>  <br/>  <br/> Okay gonna say something about this as well.  Not all moguls are good at all things.   So in the end I think it should be digimania that screens content for their store.    I can also say that likely there are content providers out there who would refuse to take part in a store with peer control.    <br/>  <br/>  <br/> At the moment I appear to be picking things apart, but I want to ensure that if people are spending money they get their money's worth and what they purchase is appropriate for use in a real time engine and more specifically muvizu's engine.   <br/>  <br/>  <br/> For price I honestly think this should be up to the seller in part keeping in mind that there is likely a minimum price that would make sense due to the various costs involved with moving money around.]]></description>
<pubDate>Thu, 19 Nov 2015 19:02:49 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'><b>artpen</b> wrote:<br/><div class='quote'><b>PCollimonster</b> wrote:<br/><div class='quote'>Hi All <br/>  <br/> What would you expect a single object to be priced at? </div> <br/>  <br/> All depends on quality, detail or polygon count, and obviously how popular it is. <br/>  <br/> I'd say 1 pound - Basic model no textures. <br/>  <br/> 2 pound - medium quality, simple paint textures. <br/>  <br/> 2.99 - Max price for top quality, high poly, good textures. </div> <br/>  <br/> Why do you feel a hi-polygon model is better quality then a low poly model?  I dont understand this LOL.    <br/>  <br/> Hi poly models are usualy base sculpts not meant for use.   Places like daz sell them but the end user has to decimate them down because they are not suitable for use in real time engines.       For instance their characters are not even suited for use in cpu based renders without heavy modification.     They create them that way for morphing reasons, but at the end of the day its the low poly model that is the better model.     <br/>  <br/> They certainly are not suitable for use inside muvizu and you would be hurting yourself by purchasing them. </div> <br/>  <br/> Mmm, fair point, what I mean is top quality, the amount of time that person has spent on the model, most of the time they are high poly, so yes, they will need to be Poly slashed for Muvizu.]]></description>
<pubDate>Thu, 19 Nov 2015 18:55:41 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[a note to content creators: <br/>  <br/> It is a generally accepted truth that the people who sold picks and shovels to gold prospectors made more money than most of the prospectors. <br/>  <br/> Today the people who sell accessories to the arts usually make more money than the artists. The reason is that people who sell accessories are selling tools to actualize a dream of success, whereas the artist is just selling an end product.  It is easier to sell dreams than products.  <br/>  <br/> Content creators should put this thought in the back of their minds and fully understand what they are making available. You make it once but sell it many times... so as long as MUVIZU is an active product, every asset pack you create can potentially be a source of recurring income.   <br/>  <br/> Every new MUVIZU customer is also a potential new asset pack customer. I'm not sure how many worldwide customers MUVIZU has now, but I'd bet it's a very large number.... and growing! <br/>  <br/> A Pack priced at $10 USD would yield about $9 USD after transaction fees. You could potentially sell the same pack thousands of times.  With multiple asset packs in the store, you could do quite well. And the flow of cash would never really end, because there will always be new customers who need new content. <br/>  <br/> But be cautious about infringing on well-known themes like super heroes, Star Wars, TV shows etc... make your content "in the style of" but avoid specific identifiers like logos, trademarks etc or you could be setting yourself up for legal action.]]></description>
<pubDate>Thu, 19 Nov 2015 18:38:51 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[I guess it also boils down to how large the market is. Judging by the number of forum posters and downloads of even the greatest free assets, I have to wonder if the finer details matter just yet.  <br/>  <br/> By this stage of the game Muvizu should rely more on the "Moguls" as a screening panel for anyone wanting to sell content. They could determine quality and do a poll on a suggested price after getting access to the assets on an honour basis. (Won't ever use unless they buy it.) Or it could be something presented in a film for everyone in the forum to vote on. (Needing a set number of thumbs up.) <br/>  <br/> The current system of seeing just a few comments on the product page really don't encourage me to buy. The approval stamp of at least five out of ten experts here would.]]></description>
<pubDate>Thu, 19 Nov 2015 18:38:10 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'><b>PCollimonster</b> wrote:<br/><div class='quote'>Hi All <br/>  <br/> What would you expect a single object to be priced at? </div> <br/>  <br/> All depends on quality, detail or polygon count, and obviously how popular it is. <br/>  <br/> I'd say 1 pound - Basic model no textures. <br/>  <br/> 2 pound - medium quality, simple paint textures. <br/>  <br/> 2.99 - Max price for top quality, high poly, good textures. </div> <br/>  <br/> Why do you feel a hi-polygon model is better quality then a low poly model?  I dont understand this LOL.    <br/>  <br/> Hi poly models are usualy base sculpts not meant for use.   Places like daz sell them but the end user has to decimate them down because they are not suitable for use in real time engines.       For instance their characters are not even suited for use in cpu based renders without heavy modification.     They create them that way for morphing reasons, but at the end of the day its the low poly model that is the better model.     <br/>  <br/> They certainly are not suitable for use inside muvizu and you would be hurting yourself by purchasing them.]]></description>
<pubDate>Thu, 19 Nov 2015 18:37:59 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[<b>PCollimonster</b> wrote:<br/><div class='quote'>Hi All <br/>  <br/> What would you expect a single object to be priced at? </div> <br/>  <br/> All depends on quality, detail or polygon count, and obviously how popular it is. <br/>  <br/> I'd say 1 pound - Basic model no textures. <br/>  <br/> 2 pound - medium quality, simple paint textures. <br/>  <br/> 2.99 - Max price for top quality, high poly, good textures.]]></description>
<pubDate>Thu, 19 Nov 2015 18:27:10 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[Hi everybody.. Pat Marr from USA here... <br/>  <br/> I love the idea of an assets marketplace, both as seller and as buyer.  I also like the idea of rules that would standardize such things as quality, the price of an asset pack, the definition of an asset pack (theme, # of assets, type of assets etc) and maybe a standardized purchasing medium, such as PayPal.  <br/>  <br/> If you had to choose only one, PayPal has become the defacto currency for online transactions. But they do take a pretty big chunk of the transaction, plus a minimum charge of about $0.60 USD which basically means that the entire proceeds from the sale of a $0.60 item would go to PayPal, not to the seller.  Costs like this are usually "per transaction" which is why it's better to bundle a bunch of assets into a collection (asset pack) to sell as one transaction. If the store continues to offer free content, it should probably be presented as individual items that wouldn't be priced high enough to justify the transaction fee.   <br/>  <br/> Having said all that, I'll regurgitate my standard warning about free content. This position is arguable... but many people feel that by making music available for free, Napster totally undermined the perceived value of music.  Whether we like it or not, there is a demonstrated correlation between price and perceived value. Giving stuff away can come back to bite you.  <br/>  <br/> SUMMARY: <br/> I think that asset packs priced in the range of $10 USD  that contain a theme, skins for several characters, plus theme based props, vehicles, scenery (and maybe even some audio files for  background music)  would be useful enough (yet inexpensive enough) to keep the money flowing....  I also think that by focusing on full packs, marginally competent modellers would be less likely to submit, while the really good modellers would have a way to be rewarded for their diligence and talent. <br/> <em>edited by PatMarrNC on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 18:13:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>How about Polygons = Price?  A simple object, less than a 1k polygons, could be capped to a max of £1.  More complexity would justify the higher price. </div> <br/>  <br/> Yeah i would not agree with that more polygons can be exploited.   <br/> If I make a tin can out of 10k polygons it is definately not better then a tin can made out of 12 polygons.   Since everything we make should be in fact low on polygons this is a very bad idea especially since models with less polygons are in fact usually better quality then models where people just dont know how to model and so use way too many polygons. <br/>  <br/> Detail is brought out with textures , normal maps etc polygons just hold the info <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> In summary a model made out of a lot of polygons may in fact be not as good as one where the creator took care to create an resource economical model and put a ton of work into baking out proper maps etc etc. <br/> <em>edited by urbanlamb on 19/11/2015</em>]]></description>
<pubDate>Thu, 19 Nov 2015 18:07:14 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[How about Polygons = Price?  A simple object, less than a 1k polygons, could be capped to a max of £1.  More complexity would justify the higher price.]]></description>
<pubDate>Thu, 19 Nov 2015 18:04:35 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[Depends on the object and it's quality i suppose. <br/> One can imagine two objects that are both undeniably swords say, but one being far more detailed than another and perhaps meriting different prices accordingly. but a quid an object seems ok.]]></description>
<pubDate>Thu, 19 Nov 2015 16:24:55 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[50pence, but maybe I'm just a cheapskate <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 19 Nov 2015 15:51:09 GMT</pubDate>
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<title>Message from PCollimonster</title>
<description><![CDATA[Hi All <br/>  <br/> What would you expect a single object to be priced at?]]></description>
<pubDate>Thu, 19 Nov 2015 15:49:18 GMT</pubDate>
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<title>Message from Wabby</title>
<description><![CDATA[Hi from France <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Yes, I'm very interested to sell content of any types (from a simple object to a complete content pack). <br/>  <br/> Quality control is a very good idea (for buyers AND for sellers). <br/>  <br/> Another idea : like Mogul or Tester, it would be interesting to add a "Content creator" status... I mean : a user you can trust as a good "3D builder" (sorry for my bad English).]]></description>
<pubDate>Thu, 19 Nov 2015 08:29:22 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[<b>PCollimonster</b> wrote:<br/><div class='quote'>Hi All <br/>  <br/> Thank you for your comments and ideas. <br/>  <br/> There are some challenges we face here at Muvizu HQ regarding transaction fees from our payment gateways, and how we package the assets. <br/>  <br/> With all payment gateways there is a set transaction fee and then a percentage of the transaction. The transaction fee and percentage fluctuates depending on the type of payment and also the type of credit card used. There is also European VAT regulations which have to be adhered to for purchases from inside the EU. <br/>  <br/> With this in mind it makes more sense to sell higher value assets or a collection of assets to form a pack. <br/>  <br/> We have been discussing the idea of standardising the definition of what a pack contains and also the global pricing structure.  <br/>  <br/> In regards to distribution as well as the .com site we will give the creator the option to have the assets sold on our overseas distributors sites, and if the content is suitable via our distribution networks into the educational technology market. <br/>  <br/> Exciting times. </div> <br/>  <br/> I work with 2d/3d program devs on marketing and SEO. One of them uses <a href="https://www.paddle.com/pricing" target="_blank" rel="nofollow">https://www.paddle.com/pricing</a> and they seem quite happy with the setup that is UK based. You might consider it as an option since it removes the issue of low priced items transaction costs.]]></description>
<pubDate>Wed, 18 Nov 2015 20:40:44 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[<b>PCollimonster</b> wrote:<br/><div class='quote'> <br/>  <br/> This is not 100 miles away from some ideas we have been discussing! </div> <br/>  <br/> Good to hear - I think the animations in particular would be good sellers. Most of the animations on sale are game based (fighting and er more fighting) and mostly "realistic". There is very little in the way of "cartoon" animations of any type. I guess the only problem would be that you are selling one of the best unique assets of the programme. I could also see that you could offer two types of licence: commercial and non-commercial.]]></description>
<pubDate>Wed, 18 Nov 2015 16:20:50 GMT</pubDate>
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<title>Message from PCollimonster</title>
<description><![CDATA[<b>toonarama</b> wrote:<br/><div class='quote'>Possibly you have considered and discounted this idea - but what about selling Muvizu animations and/or props in FBX format for use in external applications. I'm sure they would sell well. </div> <br/>  <br/> Hi Toonarama <br/>  <br/> This is not 100 miles away from some ideas we have been discussing!]]></description>
<pubDate>Wed, 18 Nov 2015 16:09:47 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Possibly you have considered and discounted this idea - but what about selling Muvizu animations and/or props in FBX format for use in external applications. I'm sure they would sell well.]]></description>
<pubDate>Wed, 18 Nov 2015 15:58:28 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[I think it would also be worth approaching 3rd party asset makers. <br/> There are a number of companies and individuals making low poly assets aimed <br/> At the games market. Although they could not sell their characters they could sell <br/> Props although they would need to be converted. For example www.bitgem.com. <br/> As muvizu assets are locked in they will be prepared to sell cheaper probably than on the <br/> Unity asset store. They certainly take this approach with Iclone]]></description>
<pubDate>Tue, 17 Nov 2015 21:13:24 GMT</pubDate>
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<title>Message from PCollimonster</title>
<description><![CDATA[Hi All <br/>  <br/> Thank you for your comments and ideas. <br/>  <br/> There are some challenges we face here at Muvizu HQ regarding transaction fees from our payment gateways, and how we package the assets. <br/>  <br/> With all payment gateways there is a set transaction fee and then a percentage of the transaction. The transaction fee and percentage fluctuates depending on the type of payment and also the type of credit card used. There is also European VAT regulations which have to be adhered to for purchases from inside the EU. <br/>  <br/> With this in mind it makes more sense to sell higher value assets or a collection of assets to form a pack. <br/>  <br/> We have been discussing the idea of standardising the definition of what a pack contains and also the global pricing structure.  <br/>  <br/> In regards to distribution as well as the .com site we will give the creator the option to have the assets sold on our overseas distributors sites, and if the content is suitable via our distribution networks into the educational technology market. <br/>  <br/> Exciting times.]]></description>
<pubDate>Tue, 17 Nov 2015 20:11:42 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Quality control - yes.  Everything should be vetted first, as it still happens with movies.  As for multiple items -  I would love to be able to use zip files to upload bunches of textures, rather than have to do each variant individually (which I had to do recently for the RAF stuff).  Same goes for sets and models.  Content packs save time and are more appealing than single items, I think.  And as Urban says, ownership of the assets have to be clear, and they should actually be significantly different from the standard assets that already ship with the program.]]></description>
<pubDate>Tue, 17 Nov 2015 19:31:46 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[I like the quality control idea mooted by Urbanlamb. <br/> I think sets, content packs and individual items should be sold. <br/> Also there should still be a free section given equal space/prestige.]]></description>
<pubDate>Tue, 17 Nov 2015 18:55:18 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[I would make original content not repurpose.  I think going down the repurposing thing is asking people to purchase assets more then once so if it was repurposed it would need to be significantly changed.   Any muvizu assets I do not think are appropriate for "repurposing" because we cannot alter them significantly so this feel like it would be a rip off to me. <br/>  <br/> With them "other softwares" the rules are usually quite strict about what assets they allow people to repurpose and require that the assets be significantly changed in some way.   At the moment the only "repurposing" which i see as appropriate is the uvmaps muvizu has released for its characters so that people can make entirely new textures etc so this is a significant change.  Any furniture created by muvizu really can't be appropriately repurposed as you can only change the size, rotation and colour.  <br/>  <br/> I also would like to see some sort of minimum standard of quality go into assets and some guidelines published by muvizu central and a cert program of some sort that people need to go through to meet the minimum standards.  After that occurs and people pass the litmus test they probably will be safe to be self governed unless there is a complaint or digimania/muvizu gets a takedown notice or something <br/>  <br/> So that is my 2 cents.     I dont want to see people buying stuff taking it out of the package building something out of it and not having done anything except what amounts to "rearranging the furniture" in the living room and calling it "new"  If your going to give my living room a face lift I expect you to at least repaint it,  change the upholstery on my chairs at least and maybe sand down the coffee table and refinish it <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I also would like the ability to sell a content package not just a set.  If I were to make content I would assemble it into a set but also give the bits and pieces seperately. <br/>  <br/> Also when it comes to giving out models and sets we need a system in place to allow for appropriate permissions.   (copy,modfiy, redistribute) stuff.  This would of course take care of any "repurposing" issues LOL. <br/>  <br/> I guess I should add one last thing regarding "repurposing" if say I make a widget and release it so that it can be repurposed eg: with uvmaps etc and in such a way that the person can change it significantly.     There would need to be a system in place that would allow for the original creator to get a percentage of the earnings if his widget is repurposed and resold on the market place.  Otherwise its not nice LOL.     So again back to the muvizu character textures.  Muvizu went to the trouble of making the characters and a pile of animations and then released the UVMAP so that people can make new clothes.    In this case muvizu should get a percentage and the texture creator should get a percentage.    Since its a remix basically.    <br/>  <br/>  The decision of whether the item can be repurposed or not should be left to the original creator though.  If he doesn't want people to sell his widget again with a new texture then this should be accounted for too..  <br/>  <br/> okay now I guess I am up to maybe 5 cents.  <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 17/11/2015</em>]]></description>
<pubDate>Tue, 17 Nov 2015 17:55:58 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[I doubt anyone would be interested in anything I create so selling wouldn't be anything I'd worry about.  Downloading and using, yes, but I'm not all that free-flowing with my money so I'd probably stick to the freebies.]]></description>
<pubDate>Tue, 17 Nov 2015 17:40:29 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from MrDrWho13</title>
<description><![CDATA[It's a great idea, and might be the push I need to get into 3D model design! <br/> One by one may be easier, but selling the items together means more likely profit. As for selling whole sets or just content packs/assets, I think it needs more experimentation on what's the most popular for people to buy. <br/>  <br/> In terms of page layout, it would be nice if there were more space on screen for the assets/packs. Either by making the thumbnails smaller or allowing more per page as you scroll down? <br/> Another thing I've just thought of is adding categories, as used in the the Muvizu application organizing the preset sets. <br/>  <br/> I'd love to make money from videos, but I can't see how the store would come into that, so I'll bring that up at some point in the future. <br/>  <br/> As always, I'm delighted to see the staff interacting with users!]]></description>
<pubDate>Tue, 17 Nov 2015 17:35:14 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from Zita</title>
<description><![CDATA[If you put in a market place I would use it to buy packs and Individual items. <br/>  <br/> As I've just got the hang of how to Import asserts I would like the Idea of being able to upload asserts for free to share or you could sell and MZ take a set amount from the sale of an assert. <br/>  <br/> Personaly I'm starting to make my own content packs, but being able to upload Individual Items would be a nice touch.]]></description>
<pubDate>Tue, 17 Nov 2015 17:24:45 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from InsaneHamster</title>
<description><![CDATA[I would use it to purchase items. I figure those that happened to take the time  <br/> to create items should get something in return.and  <br/> since my modeling talents  <br/> are well let's just say  <br/> very sub par lol I would  <br/> use the store quite a bit  <br/> in the future. When I am  <br/> back full time.]]></description>
<pubDate>Tue, 17 Nov 2015 16:30:56 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5278-market-place.aspx</link>
<title>Message from Jamie</title>
<description><![CDATA[A few months ago, we reached out to a select few on the Muvizu site to ask how they would feel about the "Get Asset" section of the site being converted into a "Market Place".  <br/>  <br/> At the time the feedback was positive, but we had very few details to give out so, over all, the feedback was more a way of giving us a feeling of how appreciated such a feature would be. This showed us that it would be greatly appreciated. <br/>  <br/> Since them we've been working away, on the site, by converting Get Assets into a Store (which gives us the first stage of a market place) and also on the behind the scene on how we process payments and handle everything in the backend. <br/>  <br/> We're now at the point where its all working quite successfully. We've released several content packs on the store and had a enough purchases go through our systems to feel confident that we can ramp things up to the next level: A Market Place. <br/>  <br/>  <br/> So now we'd like to start a conversation with you guys. So here's some questions to get the ball rolling: <br/>  <br/> How many people would consider using a Market Place? We've added a little poll here to get a sense of that. <br/>  <br/> Would you create new assets or repurpose your existing assets? <br/>  <br/> Would you prefer to build 'content packs' or submit items one by one? <br/>  <br/> What would you submit? A purpose built scene or an individual asset? <br/>  <br/> What would you expect from it? What's your ideas?]]></description>
<pubDate>Tue, 17 Nov 2015 16:18:18 GMT</pubDate>
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