Vigyata.AI
Is this your channel?

How I Make $160K per Year Selling 3D Assets (Fab + Unreal Engine Pipeline)

35.5K views· 2,316 likes· 28:27· Mar 2, 2026

🛍️ Products Mentioned (4)

This marketplace makes me over $10,000 per month in passive income selling 3D assets. If you’re genuinely interested in learning the full process, my approach, and my methodology, fill out this form - https://docs.google.com/forms/d/e/1FAIpQLSdo2L5KoJ4mUMITeKn9dYcfV0rA9F7QkqbqFVG6aNxDIMTW4Q/viewform?usp=header In this video, I break down why I switched to Fab, why Unreal Engine is dominating the 3D asset market in 2026, and I show my complete production pipeline for creating 3D clothing for MetaHumans — from idea to a fully marketplace-ready asset. You’ll see the exact workflow I use to create and sell 3D assets on Fab. Pipeline used in this video: CLO → Blender → ZBrush → RizomUV → Marmoset Toolbag → Substance Painter → Unreal Engine → Fab You’ll see how I create game-ready 3D clothing for MetaHumans, prepare assets for Unreal Engine, and publish them on the Fab marketplace. This workflow generates $160k+ per year from 3D marketplaces. Contact me - nicepicturesco@gmail.com My Site - https://www.outfit-maker.com/ Fab - https://www.fab.com/sellers/Nice%20Pictures CGTrader - https://www.cgtrader.com/designers/andrevish Instagram - https://www.instagram.com/andrewvish_/ Timecodes: 00:00 Intro 03:00 CLO 05:56 Blender 09:54 ZBrush 14:31 Again Blender 16:52 RizomUV 17:59 Marmoset Toolbag 18:51 Substance Painter 21:16 Blender Skinning/ Unreal Engine 26:03 Upload FAB 27:31 Conclusion #unrealengine #blender #3DArtist #PassiveIncome #AndrewVish

About This Video

Fab makes me about $10,000 per month passively, and in this video I show you exactly why I switched and how that turns into $160K+ per year across marketplaces. The biggest lever is royalties: Fab pays 88% to creators (yes, 88%). When you compare that to platforms that sit at 40% or lock you into exclusivity, it’s not even close. On top of that, Unreal Engine is becoming the default for real-time production, and Fab is directly integrated into that ecosystem—so if you’re building for Unreal, you’re building where demand is compounding. Then I walk through my full production pipeline for what I sell: 3D clothing for MetaHumans, including more flexible packages that adapt across body types and versions. I don’t do a beginner “click every button” tutorial here—this is the real workflow from idea to a marketplace-ready asset: CLO → Blender → ZBrush → RizomUV → Marmoset Toolbag → Substance Painter → Unreal Engine → Fab. I cover how I build the garment base, retopo for a clean game-ready mesh, sculpt and project details in ZBrush, bake in Marmoset, texture in Substance, then handle the hardest part: MetaHuman skinning, Unreal setup, and finally packaging and uploading to Fab with the right project structure and deliverables.

Frequently Asked Questions

🎬 More from Andrew Vish