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Hey guy, so I have this dude that wants me to model a Tulum pyramid, texture it, simulate it raising up from the ocean and render it out in 3 different camera angles.
What I'm not really sure what I should price it. I'm still fairly new when it comes to selling stuff or generally what I should price it as.
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If you don't know how to price stuff, then you're not fit to work and sell you service. Simple as that.
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>>647915
OK I dont do this or even browse this board just when I close clover and open it again it opens on this board for some reason
But im pretty sure you should charge him an hourly rate
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This sort of work is on the hundreds.
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>>647930
Hourly is a bad idea, if you really don't know what to charge do it by days. Depending on how long and the quality of the animation i would charge around £1,000 per camera
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Bump for interest. Also what is a good service to use if I wanted to sell technical designs? Mechanical/do-dat sorta stuff? Also own a 3D printer so I can offer physical conceptual services alongside the models.
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>>647958
>i would charge around £1,000 per camera
...the fuck?
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>>647964
If you charge less you're hurting yourself, and the industry
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I charge by the length of an animation (in frames), and a base price+hourly for setting up the scene.
The base price is determined by the complexity of the scene, but it's paid up front before any work is done.
Hourly is usually a flat rate of about $10-$12 an hour (I usually adjust this based on client budget).

As for the animation the price depends on the amount of frames that need to be rendered.
Generally I do $25 per 30 frames of animation. An animation could end up costing more or less, just depending on the frame rate. Gotta spring some extra cash if you want silky smooth 60fps.
I can't really use my computer when rendering to work on stuff for other clients, so I have to make up that difference.
I only ever really do short loops of a few seconds, but prices range from $250-$500 a job.
Something lasting a minute or so costing $1000 or more isn't completely out of the ordinary when you break things down. I don't really know if I'm underselling my work or overselling, but I haven't had any problems so far so I guess it's alright.

Best advice is to set up a contract with your client that clearly details what is to be paid and how. What your client expects from you, and when. What you expect from your client. It'll cover your ass if a client tries to stiff you on a payment, and it'll also make sure you keep on track with what is expected from you.
Make sure to take note of your hours worked on a project, just like you'd do if you came in to work somewhere and punched in. Time in, time out. A document showing what you did when, and how can help cover your ass if a client is trying to say you didn't do enough work to earn your pay.
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>>647915
I'm assuming you're mexican? I am and I have a bit of experience in pricing
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How complex is the model? How good are the textures? How complex is the fluid simulation/water effect? What's the estimated render time?

Are you producing high quality shit, or are you producing something that looks like a prerendered cutscene in a PS1 game?

I could easily this job getting done for 50 bucks if its a pretty basic render, but I could just as easily see it being 1000+ if you're going to go all out.

Ultimately you need to know what you are capable of, what your client expects from the final product, and how much they're willing to spend.
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>>647915
LOL you cant charge anything if you that commie shit app Blender
you can only charge if you use real apps like Maya, Max or Houdini.
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>>648062
look i get it's a meme, but if the final product is a animation you could tell the client you used Solidworks for all they care.
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>>648058
op is my render
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>>648062
>LOL you cant charge anything if you use a cheap ass pen
>you can only charge if you use real implements like Copics, Pigmas or Microns.
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Bill an hourly rate based on how many hours you think it will take.
For animation, bill based on how many seconds you produce.
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>>647964
>Be me
>3D artist
>Dude wants me to make a model for him
>says he'll do the render himself if I send him the model file with cameras in it
>asks me my rates
>i would charge around £1,000 per camera
>he agrees
>have idea to get rich off this job
>make the model
>place 1000 cameras in a row
>his face when he gets the £1000000 bill
>mfw I don't get paid because he his now dead
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>>648023
Your hourly is less than the minimum wage in my state, lad
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>>648450
Well it's less than min wage where I live as well. I just make up the difference on frames and stuff. Generally people want more than just 3 seconds of animation.
Plus it's a side job for extra expendable income. I do my main work doing /gd/ as an art director for publications at a company. I make a good chunk of change doing that.
I've got experience doing 3d an animation though too, so I figured I'd make some cash on the side rendering animations and stuff while I'm at work and when I sleep. I make a good bit passively through shit like Redbubble, Threadless and similar. Sometimes I just want to buy stupid shit, or add to my savings, and the animations help with that without touching my main job's money.
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>>647929
thats why he is asking nigger
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>>647915
>Estimate hours needed
>Pick hourly rate your happy with
>Profit





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