This may be biased as i am currently attempting to make a living from UGC across a few games.
This probably will be formatted terribly but here we go.
Roblox
Approval - All items meeting the requirements are approved for sale on marketplace.
Time sold - Unlimited, or down to how long the creator wants.
Creator cut - 30% ( i think )
Resale cut - game takes 10-20%, creator takes 0%.
Rust
Approval - Items are selected weekly from a submissions from that week.
Time sold - 1 week
Creator cut - 25%
Resale cut - steam and game takes a cut ( i think ) creator takes 0%.
CSGO
Approval - Items are picked whenever a new case is released out of all the workshop submissions, very few items per year.
Time sold - keys are sold indefinitely, but the cases only drop from x time (so there is a limited supply)
Creator cut - x% of each key sale
Resale cut - creator takes no cut of individual resale of their item or the case.
How long does it take to make a cosmetic ?
Obviously this varies a lot depending on complexity and the amount of detail put into a cosmetic. but for example the propane tank helmet i recently made roughly took around a week of 10-12 hour days. But a simple pair of glasses could be made in a single day to a fairly high quality.
The expectation of what UGC should be job wise.
Should an artist be able to make a full-time living creating content? Would this be comparable to a job in the industry with benefits like paying into a pension and affording healthcare, etc.? Or would UGC just be a hobby/part-time job to make some extra income?
cost / time / quality / idea
When taking into consideration the quality of a cosmetic, it's often linked to the amount of time the artist is willing to spend for a chance at making money. I think Rust has come to a point where a lot of incredibly talented artists who have created cosmetics for many years have just quit or lowered the quality level a lot because low-quality skins are accepted frequently. I really don't want this to happen to Sbox.
There is a little more nuance, though. The workshop should also be about inspiring the next generation of artists to make things, so these people do need to be acknowledged and rewarded. But there is a line where 1-hour cosmetics are being picked over work of much higher quality. I don’t know what the answer to this is.
I think Rust is a really good example of a system where if you put in effort consistently and make something every single week, you will be rewarded very generously because of the large player base.
CSGO is basically just a gamble. There is a huge number of skins made every single week, and you are basically just entering a lottery. The payout is massive and pays you consistently for years.
I can’t speak for Roblox, but I've spoken to people who earn very good money consistently.
What system works best for the artist ?
A payout system like CSGO, where an artist can get a consistent paycheck for multiple years, feels optimal. You don’t have to worry about rent or payments—you know you have some income coming. But obviously, this system only works because of the loot box system, and people don’t like loot boxes. Is it possible for creators to take x% of the resale of an item on the workshop? I think something like that would be ideal—a constant income after the first bulk payment.
Cosmetics in games ?
A lot of people in this thread seem to hate the idea of UGC cosmetics in general, and I don’t think I will ever understand that. You don’t have to buy cosmetics—nobody is forcing you. You can just play a game and never even touch them. In a time when artists are pretty much being replaced and devalued by AI (who were never really respected to begin with), a system where human artists can make money is amazing.
Some ideas for implementation
1 - Cosmetics are reviewed to make sure they are of high quality and meet the standards.
2 - The creator decides how they want the item to be sold (a) or (b).
a - The item is sold for a limited short period of time; after that time, they get x% of the sales. After that time, they get x% of resale on the workshop.
b - The item is sold indefinitely or for a very long time, and the creator gets x% of sales and 0% of resale.