View Full Version : help needed ASAP
21-06-2003, 11:25 PM
well, i have a simple questiong, i wonder if anyone can help me, i need to know how much is the average price, for a medium quality character, i need an estimative, a range something, ive modeling low poly a lot but, i never get paid freelance, its skined, modeled and animated, tipical attacks, defecnds
please help me to get in the bussisnes
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22-06-2003, 05:41 AM
How long did you work on it....hours based??
22-06-2003, 04:50 PM
aprox, i?ll usually take a week for each model, 7 hours a day, i think may be less time
23-06-2003, 12:10 AM
I was browsing on the internet once a i came across a website that sold models of vehicles and the most expencice was a model of a new Mini that was 400 Dollars
23-06-2003, 12:22 AM
i send the offer and i put prices from 60 to 90, depending on the movement and complications, it ok?
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23-06-2003, 04:19 AM
working out pricong is easy.
whats the ninimum wage in your country?.
then whats the wage you expect to get paid as your profession,
times that by the amount of time you estimate you will work on the thing,
then either discount because of your new status or something so people like you..
work is work, people expect to pay money, but they wont argue if you make a low price.
anotehr thing, the amount you charge is the value you put on yourself and the opinion that is created by the employer.
charge peanuts and thats all they will think you are worth
charge loads and people will expect a very high quality work
hope ive helped, and please name your help threads something less ambiguous
i nealy left this one alone because of its title
23-06-2003, 04:51 AM
thanx man, this is how is my modeling skills, is for another project
so please tell me what you think, sorry i didnt really know what to put for the title
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I'd say ever one has given some good things to think about, but you should also consider who is buying it. If it's a small mod group they won't be able to pay as much as a bigger game company (though the game companies might not want to pay you that much because they are soulless life stealing creatures that only consider the bottom line and not the quality of the game. . . but I digress.) My point is (if you can call it a point,) that you should really work out an acceptable price pre-model based on your experiance, the budget of the people you are going it for, and what you feel you desirve for your time and effort. (I sold my first art piece when I was 16. I sold it for $20, I found out a year latter the it had been sold only a month after latter for over $100, point being shoot high and work your price down to something both groups can live with.) It's really all about negotation.
But if you want a good idea of model priece and quality, check turbo squid.
23-06-2003, 05:21 AM
Originally posted by dhin
if you want a good idea of model priece and quality, check turbo squid.
ive got to completly disagree with you there dhin,
asn turbosquid takes half the profits, and the ownership rights stay with the person who makes the product for resale
email some kind people atgames companies search for them inforums ask universities for contacts find people who are personally selling there own product
another thing to think about when selling your work is what the rights are,
do loads of research into what your rights as an artist is and what your actually selling to the person your selling to,
in some cases, keeping the ownership rights to your own work is essential if you want to use it for your own purposes,
research inthis area is a huge must for anyone sellign there work
and make sure you and the other person knows exactly what there getting for there money,
23-06-2003, 05:28 AM
tykeil, i were looking around i tturbo squid, you mean thats overpriced, sorry some times it hard to understand english for me
what d u think about the model
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23-06-2003, 06:44 AM
cant tell from the renders you have posted
it looks good from what i acn see,
post another render without using brazil
and have another wireframe one
tell us the polycount and what texture sizes you are going to put up.
and about turbosquid,
im not saying there overpriced, there just not a realistic prices,
the models on turbosquid are meant to be for stock model work, used many times for diffeerent purposes,, the prices of these compared to something made for a specific purpose and used once are much different,
the stuff on turbo squid is probably underpriced more than anything
All I meant was that if you check turbo squid (or any other site that sells models,) you can get a general idea about prices that people are willing to pay for different qualities of models, then you can base a general price for your work. If you don't have a base idea of what the industry would pay for the model then you need a source that can give you a place to get an idea or you'll either be asking too much and not sell anything, or too little and get taken advantage of.
For example you make a character model of a cute sweet little girl with a big ass knife. On turbo squid there are character models with big ass knifes that are about the same quality and that they sell for something between $x1 to $x2. You now can say $x may be high, but it gives me an idea about the value of the model I've made. So I can say similar models are sold for around $x2 but all I need is some thing around $y (where y would be some value less that those sold at turbo squid but with difference between x2-x1 to help balance the price to a more suitable value. Or some other personalized equation to figure out a fair price based on what you found.) You could also contact several different companies and have them evaluate your work and tell you what they would be willing to pay for those models, then from there you would average the price that they would pay and make that your base. Personally I think the turbo squid idea is faster and easier. I didn't mean to use the same prices that Turbo Squid uses, but using to as a loose reference is sometimes a good idea.
23-06-2003, 01:35 PM
yeah, i thnik the same, its good to see the range of the work you been ask to do, but its a diferent when you are doing something specific to do, but now i kinda now the prices, but taking in count what all say, im thinking on charging not too much, and then slowly going up as my experience raise
dHin: you are an artist, what kind of do, you paint?
ok now its a diferent problem, this supossed to be a sea el, but i been told that look anime and not real, what you think is the problem, i think are the textures,
usually im very critic with myself, but now i think is pretty good, not GOOOOOOOd, but good, its 800 polys, made in about a week not fulll time just a couple of hours a day, an as you can see, ii need to develop more skills as a texturer,
thanx for all the replies you are giving me a good idea,:)
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23-06-2003, 01:45 PM
i always forget the picture, now here is :mad:
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Well I don't consider my self as an artist, I've sold stuff, but I more play with it than do anything serrious. I mostly sketch, which has been really handy sence I started modeling. Thanks for asking though.
Don't sell yourself should, or in other words don't as for too little.
As for the elf can we see it closer. That way we maybe able to help with better suggestions.
23-06-2003, 02:22 PM
i put prices from 60 to 90, i think thats ok, lower i would do it angry and higher there is not chance to get the job
here is some updates in the textures for the elf, if you happend to know any tutorial for texture painting i?ll be glad to use them
i wish i could skecth, i just suck at hand drawing and its bad for my becouse its hard to get things right when modeling or texture paintin:roll:
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24-06-2003, 03:02 AM
can we say oversaturated and underlighted?
get rid of brazil, its no good when rendering game models
and your scene is way underlighted, i cant see **** alll
and your textures are way oversaturated
ok enough criticism hows about some compliments
i like the model :) the webbed feet is a great idea,
sea elves havent been made much, i think your polycount is awesome too only 800
24-06-2003, 03:46 AM
thanx a lot tkiel, for your critics, ive made the textures all myself, and its my first time that i do all hand painting, as i say before, not quite easy for my:D , but, how can i fix that oversaturated texturess, and you are right, if i render with the scanline render it look a little:roll: not good:o , please can you help me, i dont know a tecnique to do it i just do it,
thanks for the coments also
now this a a update, but before you tell me all that stuff, form now on, i will not render in brazil on games, becouse i think if he looks bad in the common render also looks bad in the game,no?
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28-06-2003, 02:43 AM
hope you like it may be finished, not like it, is something wrong, i cant figure out :roll:
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18-10-2003, 03:16 AM
heh, sorry to refloat this one but i was interested.
Could we see the mesh for the elf? i think you can improve it.
Texturing tuts are everywhere, here in 3dtotal you have the photoshop section with a few. Dont know if i can post other sites links though.
Also you got this thread (http://forums.3dtotal.com/showthread.php?s=&threadid=589) for asking for tuts. :)
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