3D Artist Needed (paid)
by Hamad Al-Omani · in Jobs · 12/21/2006 (7:56 am) · 32 replies
Hello all 3d artists :D
im looking for someone who can model and texture (normal map) over 90 Characters/Monsters for a UT2007 mod www.unrealtechnology.com/html/technology/ue30.shtml, i dont know about freelance work and how much i must pay for all that work, im thinking $200 for each model (it might not be much, im just a mod maker :D), i already have concept art ready, if you are intersted, plz email me at Hamadalomani@hotmail.com (ofcourse i would check here, but its much faster to email me hehe :P)
thx
im looking for someone who can model and texture (normal map) over 90 Characters/Monsters for a UT2007 mod www.unrealtechnology.com/html/technology/ue30.shtml, i dont know about freelance work and how much i must pay for all that work, im thinking $200 for each model (it might not be much, im just a mod maker :D), i already have concept art ready, if you are intersted, plz email me at Hamadalomani@hotmail.com (ofcourse i would check here, but its much faster to email me hehe :P)
thx
#2
and no i don't care about selling my game, and if i created a good mod that was fun and has a large community, there is a possibility that Epic might buy the rights to my game or make some kind of deal, but like i said, I'm not in it for the money, that's not my aim.
12/21/2006 (12:46 pm)
Wow $200 is not enough?! :| hmm maybe you should look at it as a dependable source of income, i mean I'm not asking for one model :S .. I guess freelancers are too full of themselfs huh? ;) (its a joke, i swear! dont flame me, i know freelance is a ***** and really hard... well thats what i hear :|)and no i don't care about selling my game, and if i created a good mod that was fun and has a large community, there is a possibility that Epic might buy the rights to my game or make some kind of deal, but like i said, I'm not in it for the money, that's not my aim.
#3
I had my jaw drop more than once. Some that have worked on AAA Titles can ask from $500 - $4000. And thats insane, but the big studios don't have to go cheap so they can pay that in the knowledge the guy/gal has worked with a big company before and will be up to par, no hand holding along the project.
However as I said theres lots of talent around here which have not worked on AAA titles yet but are almost at the same level of quality. Since they have not been tainted by the likes of EA *coughs* and have a much more moderate view on what their time is worth you might get some good help.
Try to split the tasks up tho, look for modellers and texturers and animators. Especially if say all your 90 Models are basically Human you can have an animator do one set of animations for all of the models. Then you'd save a lot of time and effort. Theres very few people that excell in all three artforms.
12/21/2006 (1:19 pm)
Hah, yep some definately are. ;)I had my jaw drop more than once. Some that have worked on AAA Titles can ask from $500 - $4000. And thats insane, but the big studios don't have to go cheap so they can pay that in the knowledge the guy/gal has worked with a big company before and will be up to par, no hand holding along the project.
However as I said theres lots of talent around here which have not worked on AAA titles yet but are almost at the same level of quality. Since they have not been tainted by the likes of EA *coughs* and have a much more moderate view on what their time is worth you might get some good help.
Try to split the tasks up tho, look for modellers and texturers and animators. Especially if say all your 90 Models are basically Human you can have an animator do one set of animations for all of the models. Then you'd save a lot of time and effort. Theres very few people that excell in all three artforms.
#4
12/21/2006 (1:54 pm)
For $18k we could build you a whole game easily (code + art), why would you keep it as a mod?
#5
Concept art for the models would help people here figure out the work involved.
12/21/2006 (2:03 pm)
Id do it, sadly, i don't do players.Concept art for the models would help people here figure out the work involved.
#6
ok Thak, you win, i have changed my requset to 3D Artist who can Model and Texture (he got to texture his own models, for normal map and all that), ill ask for an animator when i get all models done
*gives Thak a prize*
12/21/2006 (3:21 pm)
Quote:Try to split the tasks up tho, look for modellers and texturers and animators. Especially if say all your 90 Models are basically Human you can have an animator do one set of animations for all of the models. Then you'd save a lot of time and effort. Theres very few people that excell in all three artforms.your right.. :|
ok Thak, you win, i have changed my requset to 3D Artist who can Model and Texture (he got to texture his own models, for normal map and all that), ill ask for an animator when i get all models done
*gives Thak a prize*
#7
*holds his price and steps up to the speaker* I want to thank the academy...
12/21/2006 (10:09 pm)
Lol...*holds his price and steps up to the speaker* I want to thank the academy...
#8
..an Important thing all 3D artist who want to help me out should understand..
I'm making a mod, it is a FREE project, i don't have a publisher, i don't own a company, I'm paying from my own pockets, so don't get like "Hey! More Money!!!" its not like I'm going to earn anything in return, so don't get greedy ;)
i have yet to decide which 3D artist i should hire, so if your intersted, send me an email :D
12/25/2006 (12:42 pm)
Wow i got so many emails from really talented 3D artist, but....an Important thing all 3D artist who want to help me out should understand..
I'm making a mod, it is a FREE project, i don't have a publisher, i don't own a company, I'm paying from my own pockets, so don't get like "Hey! More Money!!!" its not like I'm going to earn anything in return, so don't get greedy ;)
i have yet to decide which 3D artist i should hire, so if your intersted, send me an email :D
#9
Besides that, 90 quite a high number for an indie production. You'd probably be better off using some placeholder art to get the idea fleshed out. You'll save money, and you may come to find that you don't actually need 90 characters made... or that the mod really isn't going to work out how you originally planned. Fully realized characters are one of the later stages of production, not the first.
Just some friendly advice. You may want to rethink your approach.
12/25/2006 (2:55 pm)
To be perfectly honest, the money you're offering is not going to be worth the time of any artist. I know $200 dollars may seem like a lot, but even if someone was modestly pricing themselves, you're looking at a days worth of work at the very most. Besides that, 90 quite a high number for an indie production. You'd probably be better off using some placeholder art to get the idea fleshed out. You'll save money, and you may come to find that you don't actually need 90 characters made... or that the mod really isn't going to work out how you originally planned. Fully realized characters are one of the later stages of production, not the first.
Just some friendly advice. You may want to rethink your approach.
#10
12/25/2006 (3:03 pm)
90*$200=$18000 into a free mod project ? Why ?
#11
a freelancers should be more flexible when it comes to pricing, its not just "HEY PAY ME THIS OR DIE!!!", that doesn't make sense, I'm a guy who is willing to pay, i don't own a company, I'm not going to sell the game or anything, a 3D artist can skip my offer for some reason, but they will always be others who want to get paid more.
No disrespect, everyone got his own reasons, don't always think about the high profile 3D Artist only, think about the other really talented 3D artists who want to prove themselves ;) .. These are the ones who are right for this job.
Oh and i got everything planed out, all the characters are fully realized, and we also got *drums* concept arts ready!!! :P
I'm trying to make a good game that's all
12/25/2006 (3:57 pm)
Quote:To be perfectly honest, the money you're offering is not going to be worth the time of any artist. I know $200 dollars may seem like a lot, but even if someone was modestly pricing themselves, you're looking at a days worth of work at the very most.So negative :P ... But seriously, nothing wrong with my approach, and the $200 is not THAT low, i know that freelancers don't just stick with one contract, they are not that dumb, $200 is not something you can live on (i mean Really!), so that freelancer might work for this person and that person and so on, at the end of month he will earn probably more then i make :| (since i have lost my money to him/her :P)
Besides that, 90 quite a high number for an indie production. You'd probably be better off using some placeholder art to get the idea fleshed out. You'll save money, and you may come to find that you don't actually need 90 characters made... or that the mod really isn't going to work out how you originally planned. Fully realized characters are one of the later stages of production, not the first.
Just some friendly advice. You may want to rethink your approach.
a freelancers should be more flexible when it comes to pricing, its not just "HEY PAY ME THIS OR DIE!!!", that doesn't make sense, I'm a guy who is willing to pay, i don't own a company, I'm not going to sell the game or anything, a 3D artist can skip my offer for some reason, but they will always be others who want to get paid more.
No disrespect, everyone got his own reasons, don't always think about the high profile 3D Artist only, think about the other really talented 3D artists who want to prove themselves ;) .. These are the ones who are right for this job.
Oh and i got everything planed out, all the characters are fully realized, and we also got *drums* concept arts ready!!! :P
Quote:90*$200=$18000 into a free mod project ? Why ?Why not? Why are you so upset?! .. Just kidding :P
I'm trying to make a good game that's all
#12
Maybe you should not make a mod but a new fresh game using ex. a Torque engine :)
12/25/2006 (4:02 pm)
I am not upset :) I think you probaly have a plan since you going to invest money into the project.Maybe you should not make a mod but a new fresh game using ex. a Torque engine :)
#13
Unreal Engine 3 seems like the right choice for me... coz even selling a game is hard :D
12/25/2006 (4:07 pm)
Torque engine seems really good but i cant build a game from scratch, that even TOO MUCH workUnreal Engine 3 seems like the right choice for me... coz even selling a game is hard :D
#14
Plus 90 models for an indie game is a bit unrealistic. I would however love to see your concept art.
12/25/2006 (4:14 pm)
The point I think he (adam) was trying to make is that $200 is not much money. It takes many hours to make a good character model, texture it, rig it, and animate it, not to mention going back and making changes to it. If you work on one character for 40 hours (8 hours a day for a week) and then divide $200 by 40 hours, your working below minimum wage at $5 an hour, then subtract taxes... :/ Plus 90 models for an indie game is a bit unrealistic. I would however love to see your concept art.
#15
and my request is 1 model a month, that's 720 hours.... (mb, adam.. put that calculator down, geez you guys must really enjoy this.. just kidding :P)
and here is something for you...
12/25/2006 (4:30 pm)
Quote:The point I think he (adam) was trying to make is that $200 is not much money. It takes many hours to make a good character model, texture it, rig it, and animate it, not to mention going back and making changes to it. If you work on one character for 40 hours (8 hours a day for a week) and then divide $200 by 40 hours, your working below minimum wage at $5 an hour, then subtract taxes... :/I know what hes trying to say, but who will be doing these model is a freelancer, hes probably got a lot of other stuff lined up, i don't believe a freelancer is that dumb to just hold on to a $200 job(by the way I'm not asking for animation or rigging anymore, i learned my lesson :P)
Plus 90 models for an indie game is a bit unrealistic. I would however love to see your concept art.
and my request is 1 model a month, that's 720 hours.... (mb, adam.. put that calculator down, geez you guys must really enjoy this.. just kidding :P)
and here is something for you...
#16
Basically we're talking about simple opportunity cost.
12/25/2006 (5:51 pm)
Quote:I know what hes trying to say, but who will be doing these model is a freelancer, hes probably got a lot of other stuff lined up, i don't believe a freelancer is that dumb to just hold on to a $200 jobYou're looking at it from a somewhat skewed perspective. To you, you're offering money for a sideline job. The freelancer, however, is looking at maybe a week of work per model (give or take, depending on how fast he/she works, and how willing to compromise on quality), considering we're talking about modelling a lowpoly as well as highpoly. This week means one week of below-minimum-wage work whereas he/she could be working on a contract that pays industry rates.
Basically we're talking about simple opportunity cost.
#17
My previous post wasn't meant as "You're doing things wrong" or "artists are greedy". I meant it is a friendly bit of advice to aide your art production. Im not trying to put your project down. Sincerely. That illustration is pretty rockin, and it would certainly be fun to make in 3d. The artist who accepts $200 dollars to make a normal mapped 3d character for a next gen engine is most likely very inexperienced, though, and you probably wouldn't be happy with the results.
Again, Im not trying to be negative, just realistic.
12/25/2006 (6:04 pm)
I meant no disrespect, and I wasn't trying to sound negative at all, so I apolgize in not succeeding in that. I am a freelancer. I own a contract art studio. mb hit it on the head. Divide the work you need done by the money you're offering and it comes out to a pretty poor deal for a contract artist. It doesn't matter how long you give for each model. Whether you need the work done in weeks or months, its still going to take the amount of time it takes, which is time that wont be spent on other contracts. When you're a freelancer, you NEED to think about things in "calculator terms". If you don't, you get stuck not being able to pay the bills, upgrade hardware/software, etc, etc. I know, because I got myself in that very position when I started out.My previous post wasn't meant as "You're doing things wrong" or "artists are greedy". I meant it is a friendly bit of advice to aide your art production. Im not trying to put your project down. Sincerely. That illustration is pretty rockin, and it would certainly be fun to make in 3d. The artist who accepts $200 dollars to make a normal mapped 3d character for a next gen engine is most likely very inexperienced, though, and you probably wouldn't be happy with the results.
Again, Im not trying to be negative, just realistic.
#18
(by the way i was kidding about the greedy part and the calculator.. and i completely understand that you guys are just trying to help me ;) )
12/25/2006 (6:23 pm)
Damn, things are getting repeative here, i guess $200 is not enough.. Just like i thought :P, would someone please tell me how much a model would cost? (because thats really what im waiting to hear :P)Quote:he/she could be working on a contract that pays industry rates.Could you at least told me what are the industry rates?! :S
Quote:My previous post wasn't meant as "You're doing things wrong" or "artists are greedy". I meant it is a friendly bit of advice to aide your art production. Im not trying to put your project down.No i understand you completely, and I'm grateful for the advice, i know that your not saying anything bad, but it would help if someone would just hit me with a number, instead of telling me that the $200 is low, of course its low, even I know that :P
(by the way i was kidding about the greedy part and the calculator.. and i completely understand that you guys are just trying to help me ;) )
#19
To help you gauge, if a client asked me to make a next gen biped (hi and low poly modeling, unwrapping, texturing), I imagine Id quote anywhere between $4000 and $10000 depending on complexity.
12/25/2006 (7:16 pm)
Somone who is lacking experience but eager to fill a portfolio (a student or hobbyist, perhaps) may take a job for something in between $800 - $1600. Thats just a guess, and admittedly, Im uncertain of how good a guess it is. It would probably vary from artist to artist.To help you gauge, if a client asked me to make a next gen biped (hi and low poly modeling, unwrapping, texturing), I imagine Id quote anywhere between $4000 and $10000 depending on complexity.
#20
I was thinking $600 is a good enough price, but i don't know, i have yet to see someone who is really good/replays back to my emails :D
cool, so your a modeler, can i see your work please? :D
12/25/2006 (7:34 pm)
Quote:Somone who is lacking experience but eager to fill a portfolio (a student or hobbyist, perhaps) may take a job for something in between $800 - $1600. Thats just a guess, and admittedly, Im uncertain of how good a guess it is. It would probably vary from artist to artist.I already got people sending me emails willing to work for $300/$400 a model, they have talent.
I was thinking $600 is a good enough price, but i don't know, i have yet to see someone who is really good/replays back to my emails :D
Quote:To help you gauge, if a client asked me to make a next gen biped (hi and low poly modeling, unwrapping, texturing), I imagine Id quote anywhere between $4000 and $10000 depending on complexity.Burn in hell you moth... Nah just kidding, i don't insult anyone who earns more then me :P
cool, so your a modeler, can i see your work please? :D
Torque Owner Thak
For modelling, texturing and animation all in one go, thats not gonna be cheap and what is even harder is finding guys/gals that do all three. However there's a lot of great young Talent around these Forums and I think you can get help for your Project at that price. You might want to look for Modellers, Texture Artists and Animators separately as well.
Now I want you to think about this for a second:
You are planning to spend almost 20 Grand on a mod...
Why don't you buy the Torque Game Engine and make a Game with TGE. Because well you can spend 20 Grand and then sell the Game and hopefully make some money. I doubt you will be able to sell a mod for UT.
TGE has the Basics of an FPS built in and its very similar to modding the TGE FPS as UT probably. On Top you get to really tweak the sourcecode, which I think you can't with UT.
Cheers