Why are you previewing in Max if they were created in Blender? Just curious. You could always use Marmoset if you weren't satisfied with Blenders BGE GLSL.
You need to kill the AO on the small writing on the spanner, makes it look very blurry as if you're using map sizes that are too small.
Where you contracted by a client to make these or are you planning on selling them on an asset store? Models on asset stores usually go fairly cheap because you aren't selling exclusive rights to the model - I browsed through the Unity asset store and $5 a weapon seems to be the average rate.
It's like making clip-art or stock photography. I've seen stock photos sell for $19 while I've seen photographers say an average of $100 an hour is the rate they charge to do a shoot.
Models on asset stores usually go fairly cheap because you aren't selling exclusive rights to the model - I browsed through the Unity asset store and $5 a weapon seems to be the average rate.
ON & OFF Topic:
If you don't go low someone else will, It sucks now and It is that bad.
Anyone else get those Indian guys emailing you showing of their work when you clearly posted a link requestingyou need freelance work?
Those guys made it this bad, that's who I'm blaming anyway.
Since U.S. is pushing customers sticking to purchasing u.s. made materials tables, chairs, ect. Everything sold in the U.S. should be made in the u.s. including game artwork so no more outsourcing to china, ect.
How are we going to pull out of this mess if they keep outsourcing work...
Thanks for the replys guys, now i have an idea of how much i would expect to recive, if i sell them as full licenses i will be selling them for about 50$ each one, or is it soo much?
Well while we're here, who even buys models? Studios? Indies? Hobbyists? For Game Art? For Cinema? Seems like you need to specialize your models toward certain customers and if you do something pre-existingly themed like Dawn of War it wouldn't sell less it was non-commercial use.
Also as long as there's not someone else's asset that's similar in the market couldn't you just raise your price to something like $100?
I forget how many triangles it was. I want to see 150-250 triangles. It was for the Outfit, which was a game played from a rather high perspective so the camera never got very close. The game was also a first year 360 title so it was a bit unknown of what we were capable of technically.
It depends if the model is going to be sold repeatedly (like on the unity store) or if its a one time thing
But I'm the kind of person where if its an idea thats promising ill do everything for free in exchange for a % of sales (obviously not studios), but thats just me taking my own risks.
The first three i'd say $20-25 each
Whoever paid Adam $250 for those models was obviously not a lone programmer requesting some freelance work. The pay probably comes out to being equal to the in-office hourly rate.
Kind of hard to believe this is a 360 title when you look at screenshots from games like Halo 4.
Haha first gen titles always looks like cack for the most part, some are even a step backwards compared to the last few titles on the previous consoles. Takes years to learn how to really work with a new console and all the tricks of squeezing the hardware I guess. Was really unpleasantly surprised when I got Resistance when the PS3 came out, for example. Looked awful. Having just come from playing Shadow of Colossus it felt like a step back.
Replies
You need to kill the AO on the small writing on the spanner, makes it look very blurry as if you're using map sizes that are too small.
It's like making clip-art or stock photography. I've seen stock photos sell for $19 while I've seen photographers say an average of $100 an hour is the rate they charge to do a shoot.
ON & OFF Topic:
If you don't go low someone else will, It sucks now and It is that bad.
Anyone else get those Indian guys emailing you showing of their work when you clearly posted a link requesting you need freelance work?
Those guys made it this bad, that's who I'm blaming anyway.
Since U.S. is pushing customers sticking to purchasing u.s. made materials tables, chairs, ect. Everything sold in the U.S. should be made in the u.s. including game artwork so no more outsourcing to china, ect.
How are we going to pull out of this mess if they keep outsourcing work...
Yea I said It, someone had to.
Just saying.
In 2005 I was paid $250 USD for this bike
And $250 USD for these flower pots:
Made them all in a days worth of work.
This was contracted though?
I think hes talking about turbosquid or the unity store.
For a better idea check out
http://www.turbosquid.com/Search/Index.cfm?keyword=wrench&x=0&y=0
Ah, yeah contract. They would be considerably less if I were selling them open on a store.
He made out like a beast though for one day!
:thumbup:
Looks like he was charging about $2/triangle
Too soon?
Lol nice
Also as long as there's not someone else's asset that's similar in the market couldn't you just raise your price to something like $100?
I forget how many triangles it was. I want to see 150-250 triangles. It was for the Outfit, which was a game played from a rather high perspective so the camera never got very close. The game was also a first year 360 title so it was a bit unknown of what we were capable of technically.
http://media.teamxbox.com/games/ss/1206/1139530140.jpg
Kind of hard to believe this is a 360 title when you look at screenshots from games like Halo 4.
But I'm the kind of person where if its an idea thats promising ill do everything for free in exchange for a % of sales (obviously not studios), but thats just me taking my own risks.
The first three i'd say $20-25 each
Whoever paid Adam $250 for those models was obviously not a lone programmer requesting some freelance work. The pay probably comes out to being equal to the in-office hourly rate.
They are probably too high detail for game assets though, almost 4,000 polygons for a pipe thing?
actually they probably wouldn't let you put them on there unless part of a model set.
If for a client, hey shouldn't you work that out beforehand?
Haha first gen titles always looks like cack for the most part, some are even a step backwards compared to the last few titles on the previous consoles. Takes years to learn how to really work with a new console and all the tricks of squeezing the hardware I guess. Was really unpleasantly surprised when I got Resistance when the PS3 came out, for example. Looked awful. Having just come from playing Shadow of Colossus it felt like a step back.
I feel bad for laughing at that.
This thread is interesting however.