Freelance

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Freelance

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


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

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

Freelancer Type US Day Rate US Hourly Overseas Day Rate Overseas Hourly
Individual contractor $300/day * $37.50/hr * $250 - 375/day $31.25 - 47/hr
Low-end art studio $350/day $43.75/hr $140 - 180/day $17.50 - 22.50/hr
Average art studio $500/day $62.50/hr $200/day $25/hr
High-end art studio $800/day ** $100/hr ** $300/day $37.50/hr

* 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.

  • 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

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...

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:

  • 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.

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.

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

Payment

Questions to freelancers about "flat fee" Polycount Forum thread

Let me lay out how I work with first time clients.

  • First, we agree on what will be done, any technical requirements, concepts made clear, triangle count, blah blah.
  • Next we agree on a fee and what exactly will be delivered and by what date, and how revisions are charged.
  • Next, I require 50% up front before I start working, by international money transfer, not paypal.
  • I turn in jpegs or gifs of progress at regular stages so feedback can be provided in a timely manner. When the work is complete and both parties agree, I am paid the remaining 50% before I upload the 3d format and textures. Till this point they have seen only see jpegs.

Here is why this works. I would never have made the 3d asset without this client wanting it. I cannot do anything with the 3d asset when I am done, I cannot pay rent with it, I cannot sell it to someone else, and I might not even have enjoyed the process. The corollary, is the dollars/yen/euro the client is going to pay me, can easily be used elsewhere. This makes the exchange rather one sided in terms of leverage since once the work is done they have no reason to pay if they are not on the up and up. Once I have established a working relationship with a client, I can work with invoices, regular payment schedules, etc, but the first time I work with someone new, no matter big or small, I require this payment setup, and if they aren´t willing to work with it, I have to politely decline. This is to protect myself from doing work, and not getting paid. To date not a single client has had a problem with it, and I have worked remotely for many companies of various sizes.

Most experienced freelancers that I know work in a similar manner. If you have no portfolio, and no experience, you might not have the leverage to work this way, but after the first time you are burned by non-payment, you will come with a method to protect yourself.

Ben "poopinmymouth" Mathis from Spiral - Recruitment Thread

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