polycount 4k
texture res 2048x2048
PBR textures Metallic/Roughness/BaseColor/Normal
Hiding minor details, and the back of the slide looks ugly. :P
I'm really new in 3D area, want to start make money, just don't know anything about rates.
:poly127:I think I've actually asked this before = = What is this feeling...
Replies
How long did it take you? (think, how long should it have taken in studio conditions)
What do you consider your hourly rate is? (be honest and dont under sell yourself)
Factor in a little extra for software licences, etc? +50% maybe? thats up to you (dont be greedy)...
hours X rate + extras = charge
thats what you should charge.
Thanks very much for the link. I just recalled that I actually came here and asked the same kind of question earlier and got the same link...
At least i know to bookmark it this time. :P
I am well aware of those, but thanks. I just wanted to know how much it might worth generally. To help me make decisions.
I actually took a long while to make this model, since it was the first time I'm doing actual 3D assets for game. Now I may be able to finish something of equal complexity and quality under 20 hour. Which............ is 200 dollar according to hourly wage at local jobs..... I think it is too much for a single pistol, is it? Not to say im using blender and Substance designer, and another drawing software which made software cost negligible...
Maybe I need to be faster, maybe I need to take easier, stylized model so I can fastly hand paint the texture.
Help!
The idea of making so much money off of doing what you love (and simply are willing to do just for fun) is kinda scary, but you have to consider that if you need/want to live off what you do even minimum wage isn't even good enough. Especially for something that's taken years of training and hard work to be good at. For me I try to keep $10 an hour minimum (depending) in mind since I currently do a lot of indie work and I frame the work flow around that rate.
I've lost work from plenty for people who can't handle that rate and it hurts when that happens and they go for some one cheaper sometimes people who I think are better than me. And I waver a little, but I'm trying to live off this I can't. But I deeply respect the people I have who respect that need.
This should be easier for me, since all my jobs up till now were commissioned sales jobs. So I can't even imagine how hard it is for you.
Granted for those projects I'm paid for there are a couple I devote spare time that are revenue share but those never take priority over my paid work.
Based on what Ive seen, you could sell the LP asset for around $40 - $50 and the HP (fully textured) for 100+
If you were to make this for a client then Stinger88's advice should be taken.
Painting a good texture is not easy and fast. :poly127:
I agree with this.
I think hand painted texture actually take more time then doing textures with programs like substance designer or Quixel Suite. That's at least my experience (of cause you can do super complex procedural textures that will take longer to do, but a simple brickwall or concrete or whatever can be done pretty fast). If you have a high quality hand painted textures it will take time, often enough serveral hours!