Author Topic: Looking for 3D modellers [Paid work]  (Read 3028 times)

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
Looking for 3D modellers [Paid work]
« on: 15 November 2012, 17:36:34 »
As somebody might know ive been working on a commercial product (name TBD), But im in need of a modellers (or more?).

It's paid work, and i need around 25-50 models in total, you will be working together with me in creating the models(i will create sketches,concept art ect.).

If you are a new modeler this will be a good chance to test your skills and get some money for it.
Price are around 5-10 dollar per model(low poly game model).

Please note you are SELLING your models to me.

Wich means once they are sold you cant use them or sell them.(a similar liscene to selling your work can be worked out in case you want to keep/use models for showcasing for work references).

Im posting here because it's a glest related game, and because if i need to spend money to my project i want to "give back" to the community.
« Last Edit: 16 November 2012, 10:17:39 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #1 on: 15 November 2012, 19:15:01 »
Glest related? In what way?

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #2 on: 15 November 2012, 19:21:11 »
It uses the megaglest engine.
WiP Game developer.
I do danish translations.
"i break stuff"

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #3 on: 15 November 2012, 19:38:19 »
What is it about? Theme and style wise?

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #4 on: 15 November 2012, 19:45:05 »
Gameplay wise. CnC,Red alert,Starcraft2, (perhaps generals).

Graphics wise it's a Science fiction game, tanks marines, Aliens.

I can't wait untill i have some gameplay i can show.(i do have quite some but still needs tweaking.).

FYI MoLAoS, Ive sent you a PM.
« Last Edit: 15 November 2012, 19:58:06 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"

will

  • Golem
  • ******
  • Posts: 783
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #5 on: 16 November 2012, 08:22:19 »
As someone who dreams of being an indie game developer, and as someone who pays close attention to the startup scene and so on, please permit a meta-question:

How is your business set up?  How are you funding it?  Basically, everything about your whole project from a business aspect; we'd all be super interested to know how you go about the actual business side of things, as it might inspire and inform us in our own endeavours at a later date :)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Looking for 3D molleders [Paid work]
« Reply #6 on: 16 November 2012, 09:19:43 »
I'm not entirely sure if our community has any 3D molleders. What exactly is a molleder? Google turns up blank. :angel: But really, it'd be great to see some serious upfront planning, first.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #7 on: 16 November 2012, 09:21:49 »
Based on 5-10 dollars per model its more of a hobby project that he is selling than a business. That's below minimum wage for a 1-2 hour model and with a texture as well I'd imagine its even lower. 3-4 hours minimum. That's not too uncommon for hobby commercial products and you can usually get friends or if you are lucky graphic design students to knock that out on the side if you give them a game credit as well.

If you were seriously into learning about the business model of indie studios there are literally a zillion threads and blogs and dev diaries on gamedev.

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #8 on: 16 November 2012, 09:22:48 »
I'm not entirely sure if our community has any 3D molleders. What exactly is a molleder? Google turns up blank. :angel:

I thought about making a post like this. But I have been working on being less of an asshole lately :)

You behave a certain way long enough and you eventually have trouble helping it.

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Looking for 3D molleders [Paid work]
« Reply #9 on: 16 November 2012, 11:52:16 »
That's below minimum wage for a 1-2 hour model and with a texture as well I'd imagine its even lower. 3-4 hours minimum..
e i
I've been making Glest models for nearly 5 years now. 3-4 Hours is a serious underestimate, even for low poly models with no normal mapping. To get a model from concept sketch to in-game ready (no animations) would take 8+ hours depending on the complexity. That said most of my time is spent in texturing so a professional game artist might knock out a texture in significantly less time.

The Blender community is the place to go looking for modellers for Glest. Blender is the only modelling program with a working import/export script. Most Blender users are hobbyist and would happily make you some models.

Good luck with this project, It would be really nice to see an MG mod with an indie studio level  of quality.

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

helldiver

  • Guest
Re: Looking for 3D modellers [Paid work]
« Reply #10 on: 27 November 2012, 07:52:28 »
Was a bit hesitant to chime in since I'm working on a comercial endeavor myself using Glest. A lot of details will come up soon 1st quarter of this coming year (hopefully).

I'm a contract graphic artist as well, and 5-10 dollars is very very low. Even at the low spectrum you're looking at about $250+ or more depending per model (this includes all commercial rights to the model).

That's $500 for your entire project?

Normal Maps, Skin and vertex weights, doubles that to about $500. Although on most contracts I charge $1000 for Normal map models ($800 or less if you'll be contracting me for bulk projects).

Animation doubles and sometimes triples that cost. Animation using a small mo-cap rig makes things significantly cheaper as opposed to key framing (as I've been doing currently since I don't have access to a Mo Cap studio). But I suppose you'd be doing the animations yourself.

Please do not get confused with 3D model depots like TurboSquid or ShareCG. The business model there is completely difference since those models are prices for mass sales (You'll find $50 dollar models because they are sold to over 500+ clients). I've dumped work in those places before and that's typically the rates. Time is the big issue. It can take 2 weeks for a single model, 3 weeks to a month if you want it Normal maped. Hence the cost. By the way I'm being very generous with those prices.

A typical triple A game model runs in the $1000's of dollars hence why most studios will hire in-house to keep costs lower (cheaper to just pay a set wage and lay off an art team then to contract out). A model for a game like Call of Duty: Black Ops I've heard of numbers like $10 to $15,000 (which includes all sub-surface materials, shaders, and any special engine related stuff). That doesn't include Mo-cap data or animation.

But you're not doing something like that I don't think. I'm going to assume you wish to do work on par with the base models in Glest? If so you're looking at about $200 per model (non-normal). In your situation it might be cheaper to either model them yourself or go to a CG depot like TurboSquid, ShareCG, or the old Torque engine repositories. You can buy models ready made in bulk for cheap. They also provide services where they will make 3D models for you cheap if you allow them to be sold through their site.

A good place to look for contract work is CGSociety, Polycount, or Game Artisans. Check their Paid Work and Freelance forums and post your details there. Artists there work mostly in Max or Maya. But Blender exporters are easy to get particularly with the new awesome OBJ exporter tools in any of Autodesks products. FBX format also transfers data very easily between multiple platforms (Mudbox, Maya, Max, ZBrush, and even Blender). So obtaining your models and converting to Blender is easy. Although from a professional standpoint I recomend dumping Blender and using Max 8.

Important things in your post (kind of like you did here):
-Name of your Company
-Brief discription of your project (doesn't have to go into details)
-Terms of your contract; Per model basis, bulk, etc.
-Will you require a sample and will you pay for that sample (can be negotiated).

Here's an example of a post:
http://www.polycount.com/forum/showthread.php?t=110011
another
http://www.polycount.com/forum/showthread.php?t=106184

Look into those to get an idea of prices.

Really happy someone else is also working with the Glest engine. If you have any questions feel free to ask!

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
Re: Looking for 3D modellers [Paid work]
« Reply #11 on: 27 November 2012, 12:21:33 »
WoW, Very nice feedback and thanks for all the information, And thanks for price infomation helldiver i was not aware the normal price was so "high". You are properly right i would be better off doing models myself, anyways, if anyone wanted a hobby  income,il let the post stay here.

I have gotten such overwhelming good feedback on my post.
i hope i can showcase some gameplay soon for you all,(but that's still some time away 1 quarter next year or properly not come out at all).
WiP Game developer.
I do danish translations.
"i break stuff"

 

anything