Freelance

= Freelance = When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding.


 * Vertex #1 has a great article "Freelance 101 - Tips & Tricks on Freelancing" by Ben 'b1ll' Regimbal.
 * Vertex #2 has another awesome article "Outsourcing Tips & Tricks" by Peter 'PeterK' Kojesta.
 * Can you really be a freelancer? Polycount Forum thread
 * Horror Freelance Stories Polycount Forum thread
 * Tips for doing freelance work... Polycount Forum thread with great advice from working freelancers.
 * How much to charge client? Polycount Forum thread with more great advice.

Questions for the Client
Get the information you need when you start a project.
 * 1) Software (i.e. Maya 2012, 3DSMAX 2013)
 * 2) Polycount (i.e. 1500 tris)
 * 3) Texture count, sizes, and type (i.e. 3 512x512 textures, head+upper body+lower body, diff+norm+spec)
 * 4) Sculpt required, or is Crazybump\nDo okay?
 * 5) Target engine ( UDK, Unity, etc.)
 * 6) Target screen resolution (in general but especially for mobile)
 * 7) Player perspective (FPS, third person, top-down iso)
 * 8) Timeframe (2wks, 4wks, ?)
 * 9) Concept or reference given?
 * 10) Sample asset provided? (art style, quality level, tech specs)
 * 11) Complexity? (complex rig, animatable parts, per-pixel painting, etc. can increase the time needed)
 * 12) Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)

Don't forget to use a contract!

Art Tests
See.

Freelancer advice:

Freelance Rates

 * Info: going rate for 1,500 tri model+texture Polycount forum thread
 * Freelance rates query Polycount forum thread has info about how to calculate your freelance rate.
 * How much should I charge for freelance 3D modeling work? article on KatsBits.com with advice and sample rates.
 * FreelanceSwitch Hourly Rate Calculator

The following numbers are averages, posted by Polycount members. All numbers are in USD unless stated otherwise.

* Individual contractors in the US range from $275 - 500/day ($34.50 - 62.50/hr) ** These rates are for rare high-end boutique studios.

Time Estimates
From the Polycount forum thread Info: going rate for 1,500 tri model+texture.

In my experience outsourcing current-gen characters, the average time for developing one from a concept to final and ready to rig is about 4 to 6 weeks. I usually see it broken down something like this:
 * base mesh: 5 days
 * sculpt: 11 days
 * game res mesh + UVs: 5 days
 * textures: 12 days

It can go faster or slower depending on the artist and the specs, but on average that's how it usually shakes out. That's average Hero character spec when I outsource with a studio. That's also about how long it took for the badass character dudes at Vigil for most creatures. Individual contract artists tend to be a lot faster, though, in my experience.

Jon Jones

I usually get about 20 Business days which is about 4 weeks in studio. of course those numbers are just approximates... since some things go faster or slower depending on the complexity... i should add that's the time estimate on a 12k average complex character... heroes and boss monsters and more complex characters get more time of course...
 * 2-3 days in Basemesh + Props (Assets Base)
 * 8 days sculpting and detailing + hitting likeness etc
 * 2 days retoppo and building game res mesh
 * ~2 Days Baking Maps
 * 5 days Texturing

DanBe

lol,I rarely get more than 2 weeks( 10 working days) to base mesh/zbrush/retopo and texturing. Ruz, almighty_gir

I'll keep it rough, but all current- and next-gen stuff I've been working on breaks down about like this... for only the modeling to final texture phase: And when I count weeks, I mean a five-day, 40-hour workweek. And I'm at the point now where I'm seeing characters and vehicles as being a nearly equal amount of effort.
 * characters are 4 - 6 weeks (sometimes)
 * vehicles with interiors are 4 - 8 weeks
 * third person weapons are about 2 - 3 weeks
 * I haven't done first-person weapons but realistically I'd guess 3 - 4 weeks.

Jon Jones

20days and up would be one mighty complex character, though "nextgen" (as in ps4 xbone) realistic characters can ge quite complex pretty easy and usually start at around 3 working weeks (15 days).

Neox

Legal & Taxes

 * Freelancing - worth creating an LLC to protect yourself? Any disadvantages? Polycount Forum thread, info about taxes and liability.
 * Is Incorporation Right for Your Business? A Primer for Small Business Owners and Entrepreneurs IRS article (specific to USA).
 * Freelancing Help USA Polycount Forum thread, info about taxes.
 * Graphic Artists Guild Handbook: Pricing & Ethical Guidelines is an excellent resource for freelancers (and salarymen too). Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!
 * Useful Legal Documents For Designers (PDF/DOC) free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.