Cost of modeling
by Afrim Kacaj · in General Discussion · 11/30/2005 (1:48 pm) · 13 replies
Can anyone give me an idea of what I can expect to pay someone for a complete charracter model. I don't want a generic model like the Adam pack.
I started doing it my self but then I realized that it would take me too long if i try to wear all the hats.
Plus being a newb dosent help!
I know each job varies but I would appreciate it if you can give me an idea of a typical cost for building a charracter model with animation etc. as well as additional charracters with the same animations.
Thanks!
I started doing it my self but then I realized that it would take me too long if i try to wear all the hats.
Plus being a newb dosent help!
I know each job varies but I would appreciate it if you can give me an idea of a typical cost for building a charracter model with animation etc. as well as additional charracters with the same animations.
Thanks!
#2
Being that I am new at this and I am also targeting a specific audiance. It would be risky business to invest too much in it. I dont mind investing time because i dont consider that to be a waste. Every minute I put into it i consider it time well spent. (Brain Power = Money)
My problem is that i am anxious and i want to get something out there soon and i am also a perfectionist! Having said that, I did give the Adam Pack a try but didnt like the walking or sideways animation. I prefer the orc model's animation over the Adam Pack.
I read somwhere that the dsq's in the orc model can not be used for a game because they are not part of the torque license, hence thats why there are no source files to edit those animations. Also the damn shoulder bones are too far appart to be used for a standard charracter!
I cant buy something in turbosquid because my game is all about the way the charracter looks. My game is based on a national hero. The people playing the game would be playing it because of the charracter not because the game will be much different from the rest of the FPS.
Having said all of that, can we take a survey here and maybe people can post what is the mean median mode (taking inflation into account) that they have ever paid for a player character?
Is it possible to buy just the Animations? Since that is the part that i am having most trouble with. Are there any other usable ones other than Jill, Adam and Orc?
11/30/2005 (3:38 pm)
Thanks for the advice Kirby! I guess i just wanted to know what everyone else here typicaly pays for a charracter model. i.e $1,000 $2,000 $3,000... Just wanted to know if it is affordable or do i need to get investors involved. I dont plan on charging any money for the game that I am making. At least not for the first version. It will be more of a proof of concept then if it does good I would use the Shader Engine to create the next version with better graphics, game play, some ideas that i am leaving out of the first one etc.Being that I am new at this and I am also targeting a specific audiance. It would be risky business to invest too much in it. I dont mind investing time because i dont consider that to be a waste. Every minute I put into it i consider it time well spent. (Brain Power = Money)
My problem is that i am anxious and i want to get something out there soon and i am also a perfectionist! Having said that, I did give the Adam Pack a try but didnt like the walking or sideways animation. I prefer the orc model's animation over the Adam Pack.
I read somwhere that the dsq's in the orc model can not be used for a game because they are not part of the torque license, hence thats why there are no source files to edit those animations. Also the damn shoulder bones are too far appart to be used for a standard charracter!
I cant buy something in turbosquid because my game is all about the way the charracter looks. My game is based on a national hero. The people playing the game would be playing it because of the charracter not because the game will be much different from the rest of the FPS.
Having said all of that, can we take a survey here and maybe people can post what is the mean median mode (taking inflation into account) that they have ever paid for a player character?
Is it possible to buy just the Animations? Since that is the part that i am having most trouble with. Are there any other usable ones other than Jill, Adam and Orc?
#3
11/30/2005 (4:48 pm)
Ballpark (with all of the caveats already mentioned): $2000-$5000 for a custom, fully-rigged, textured, and animated player character.
#4
11/30/2005 (6:47 pm)
Thanks, thats the answer that I was looking for. looks like I will be doing my own charracter design! LOL
#5
12/01/2005 (2:41 am)
Afrim, if you are interested in custom models I am more that willing to discuss creating something for you for FAR FAR less than the costs above. email me at andrew.osborne@silhoutte-studios.com.au if your interested.
#6
12/01/2005 (5:26 am)
I'll second that, Afrim. If Andrew doesn't mind some competition. Drop me info on what you need at nrb@exilegraphics.net so I can send you a bid. Samples are at www.exilegraphics.net.
#7
12/01/2005 (5:35 am)
Andrew ... N R - Do you guys do 2D art as well ?
#8
12/01/2005 (6:00 am)
Sure, just go to my website for samples of concept art, GUI/HUD, 3D models, poster art and logos. www.exilegraphics.net
#9
I took a look at your website NR and I think we can do business. We can talk more over email.
12/01/2005 (9:12 am)
Andrew and NR do you guys do animations as well? If so would you be able to provide a sample run and sideways?I took a look at your website NR and I think we can do business. We can talk more over email.
#10
12/01/2005 (2:11 pm)
Yup animation, exporting the lot. Email me if you want to work something out.
#11
12/01/2005 (3:28 pm)
Andrew - I emailed you and you never responded. (I used the email addy from your profile)
#12
12/01/2005 (4:06 pm)
Andrew might have more on the ball with animation than I do, Afrim, but if I can help with some other aspect of modeling or game graphics just let me know.
#13
12/02/2005 (2:44 am)
Sorry Chris, I was tied up all day - I sent something your way just before :)
Torque Owner Kirby Webber
There's no firm answer here, not even a "ballpark" figure.
Fact is, when you're dealing with contract art it all comes down to two major things:
1) How much does the artist value their time, and
2) How much do YOU value the artists contribution.
Your best bet is to throw a help wanted ad out there and get some bids.
Alternatively, you could simply troll the developers section (filtered by '3D Artist') and make notes of those whose work you both like and feel you could realistically afford.
I personally spent over a week trolling every profile on this site who claimed to have skill in 3D modelling.
From there, I culled out anyone who didn't have an online resume' or work samples that were readily available.
After that, it became a matter of finding someone whose style seemed to be in keeping with my overall "vision" for the game's aesthetics.
Bam - 3 candidates isolated and I managed to work a contract with my first choice that was agreeable to both of us. =)
Some advice:
Sit down an write out what it is you really need.
Are we talking complex? Photorealistic? Does this stuff need to be normal mapped? Bump mapped?
How much detail and, more importantly, how much time do you think an artist would have to invest in this project to get you what you're wanting?
Are you wanting only the skinned model, or are you looking for multiple skins + animation?
If you need animation, are you only looking to have it rigged to use the "stock" Torque *.dsq files, or do you need custom sequences made?
All of these things will factor into the overall price you'll wind up paying.
~ Of course, there are also the occasional "good samaritans" out there who will work for free, just to get the experience... but don't hold your breath.
If you're willing to get your hands "dirty", you could also try some online repositories like 3D Cafe or Turbo Squid to see if there's anything there that might suit your needs.
Of course, you'll have to rework just about anything you pull down, which is why I say "if you're willing to get your hands dirty".
As a final thought: don't be so quick to sell the content packs short. If all you want is a different "look", you can always re-skin the mesh...