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Beta update: Submitting curated Workshop items


Josh

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An update is available on the beta branch with the following changes:

  • Implemented "CollisionMesh"-named limbs in models.
  • Added "Strip vertex colors" option in model editor.
  • Workshop items can now be submitted as free or curated paid items, although no mechanism is in place yet to actually purchase items.

 

blogentry-1-0-94294100-1435162107_thumb.jpg

 

Curated items appear in the Workshop and can be voted for, but cannot be downloaded.

 

blogentry-1-0-94162400-1435163179.jpg

 

You can enter your bank information for receiving payments, and you can even create a revenue split between multiple people.

 

blogentry-1-0-01165000-1435163231_thumb.jpg

 

Although purchasing items is not yet supported, this is a first step that allows you to prepare for when it is implemented. Any paid items you submit will be viewable, but cannot be used or downloaded by other users yet.

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I hope the workshop is filled with things that are worth money rather than cheap/broken/stolen content with a high price tag. I guess we have to trust the "good floats, bad sinks" logic here.

 

If I ever post something for sale on the workshop, I'll be sure it's worth the money. Hopefully everyone has the same idea as I do.

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This is using in-app purchases, so it's not exactly the same as paid Workshop items, although from the end user's perspective it won't be much different. I believe it's the same as TF2 hats and other stuff, which is 25%:

https://steamcommunity.com/workshop/about/?appid=440

 

This is relatively low, but you have to remember revenue is being split three ways. The artists I have talked to are interested because they just look at it in terms of total revenue.

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I think Valve gets 30%, Leadwerks gets 40%, and 5% is allocated towards "service providers". There is an option to choose where this 5% goes, like to a modeling program or something that you used...otherwise it goes to Valve.

 

I will be really interested to see how it works out. My thinking is the number of transactions in Leadwerks Workshop will be much much higher than you would get selling models on your own website, but of course you are free to sell in both places and see what works for you.

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Is this just for models or can you sell any asset ( that you created of course ) that can currently be submitted to the Workshop. Music, scripts, shaders and scripts?

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Anything type of file that can be submitted to the Leadwerks Game Engine Workshop can be sold (pending approval).

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So, 35% Valve, 40% Leadwerks and just 25% for the real work...

 

Just so you know, cgtrader starts taking 30% and as your rep increases their cut will drop up to 10%;

 

I'll be clear: It's not fair and I'm not going to use it.

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Well, we'll see if the number of transactions makes it worthwhile or not. I've got a number of artists lined up for this, and they just see it as another way to make money.

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I mostly work by contract but I do agree the split here is unfair. It’s the artists at fault for selling themselves short and accepting such a woeful revenue split.

 

Once a precedence is set it’s very unlikely to be reversed only abused.

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I guess you have to look at it like would you rather have 25% of $10,000 or 100% of $500? From what I have heard talking to people, sales of individual models on websites don't do that well, so I have some artists that are very interested in this. Time will tell if this works or not, and we can adjust as needed.

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