I was wondering if any of you guys have an idea wether a creator here on Daz3d can actually make a living, making stuff for the 3d store?
I mean, people like Stone Mason, Antfarm aso have been around for years, and have an impressive amount of stuff in their stores ...
Of course, it’s all about the quality of the products the creators produce, but are there buyers enough for a good 3d-creator to make a living?
I’m just currious.
Short version: it’s not something to quit and switch to if you’ve already got a highly paid job with benefits, but it can make a very nice transition from the service-sector jobs available to a lot of disappointed college grads.
This is my primary source of income, with Renderosity representing a lesser but still useful one (this is my bread and butter, that is a nice “movies and videogames” bonus). Of course, it’s taken me a few years to get to that point. I’ve been doing this in a serious way since about ‘09 (the year of my first successful Rendo product) and as a DAZ PA for just over two years now, I think. I started out doing 3d part-time while I worked a part-time day job at a coffee shop.
Fellow PAs who have posted are right in that you have to be prepared for the risks and you have to be ready to do the work, but I work fewer hours at this than any job I’ve ever had, given that I don’t have to commute anywhere to do it. Of course, I also worked some “overtime” getting my stores to where I can afford to work at a slower rate. And 3d permeates my life. Everywhere I go I think about it and about fashion, genre content, popular media, new tools and techniques. I keep a list of product ideas on my phone, and a paper notepad for sketches in my purse. It’s not a job I pick up and put down. I’m fine with that because I just love it to death.
The other thing that hasn’t been mentioned is that you have to be prepared to keep up with the tech, to learn new techniques and move forward as the market moves forward, or you will be left behind. You can coast with basic mastery of your tools and programs, but that’s not how you excel. This is a learning job in a way that few other jobs are. I end up using the scientific method almost every day, in a way that I never would have if I’d actually become a biologist (which is what I trained for originally!). We all grumble at innovation at some point, but finding the mental space for it is absolutely mandatory to working in 3d.