So I'm curious as to how other freelancers deal with this problem. Software licenses are damned expensive, especially 3ds Max which is what I was trained in and have been seemingly forced to buy since I make money using it. But in today's pipeline, there can be a number of different software products that you need to make an asset. 3ds, Zbrush, Photoshop, Maya. How do you guys afford it? Is the Autodesk subscription service worth it?
I bought 3ds Max 2011 a couple years ago for $3,500 and I hated it so much that I just reverted back to the more efficient and stable version 2009. I don't have a subscription service and getting one now would not entitle me to a free upgrade from my 2011 license. I just want to know how other freelancers deal with these costs.
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monopolies are great, huh?
I'd also suggest never buying a new version of software until you've tried using it for the full 30 day trial.
There's always Blender and Gimp.
Still, it's a brilliant program and thanks to scripts from boss people like Seneca, Ariel Chai, Farfarer etc it can be wonderful for game art. It's just a shame luxology haven't implemented features that would make real-time art that bit easier.
Need a modeling application? Nvil, Silo, Blender... all cheap or free.
Need a sculpting application? Zbrush (great deal, great app, free updates), Blender, 3dcoat..
Need a full 3d package? Modo is still more than half that of Maya/Max. Blender is exceptionally solid, open source and doesnt cost a thing.
Need a 2d package? Well if photoshop is out of the question, you have everything from Photoline to GIMP to Krita.
One can technically freelance and pump out quality work without spending a dime these days, and its only getting better. Cheaper commercial tools exist to make the process either easier or provide support.
I feel bad for the person who wants to freelance with Nuke or Mari, now thats expensive.
I'm using a small business loan to pay for it, and like EQ said, I'm able to write it off on next years income tax which is always nice.
Keep in mind, PS is now only $20/month for the full license, and as hard as I looked, Autodesk doesnt seem to do the 90 day commercial license anymore. What Racer mentioned though is true, with the subscription, its a yearly fee of like $500, but it gives you acccess to 3 years previous version of Max for commercial work. Which is awesome depending on the clients I take on and the tools/plugins they require.
Its an investment, your a business, and all businesses have expenses/startup costs.
The Siggraph sale or the foundry acquiring Luxology 601 sale? I think it was $600 for Modo 601 during that acquisition sale.
Blender is at that point where its an option even if you have the money, if not as a primary app then as a secondary.
Modo was used only for the characters in latest Sly Cooper game, I dont believe it was used exclusively for the all the art assets in the game. As for Rage, same thing, though it was used for only a small part of the production. I dont think game studios are ready to switch over to modo entirely just yet and right now it seems game artist have to rely on third party plugins (free) to get the most out of Modo for game art.
Wow, they finally listened to their customers on that one? About time.
Isn't the maximum like 5000 a year? Though someone said you could carry over any purchases beyond the limit to the next year.
Legend of Grimrock devs use modo. They have some stuff on their blog regarding its usage: http://www.grimrock.net/2011/09/08/building-the-dungeon/ Yeah, although apparently it mucks up smoothing for some people.