Hi everyone,
I was wondering something as I noticed that my substance designer/painter subscription ran out how people keep their software up to date for private use.
When I consider that
Allegorithmic Pack 250€ per year
Photoshop CC 285€ per year
3ds max 2000€ per year
Vray 350€ per year
Zbrush 330€ per year (unless you pay 890 for a lifetime perpetual licence)
Total: 3215 € per year will amount to roughly 270€ per month
Situational:
Speedtree 240€ per year (20€ per month)
Marvelous Desnger 270€ per year ( 50€ per month)
I mean for some softwares you can buy a perpetual licence but that still amounts to a huge sum. Plus after 3 years some licences will not receive updates or technical support anymore afaik.
Generally I was wondering how most of you do it since my eductional licences are about to expire and I still want to work on my skills privately at home.
Or if I have a chink in my way of thinking please let me know
:
Replies
I use Affinity Designer (50$ perpetual) over Illustrator.
I also tried Affinity Photo, but I don't see it replacing Photoshop.
I use and prefer Hitfilm (free) over Premiere/AE.
I also own a perpetual license for 3Dcoat.
I use Figma (free)
I use Google Docs (free).
The only subscription i still have is the adobe photography plan for Photoshop, but I hope Affinity Photo or something else will prove to be a valid alternative in the future.
Of course that relies on you actually making money using the software. As a freelancer I just include software costs in my budget, like everything else.
If you're not thriving enough, there are plenty of free and low-cost options. Blender, etc.
You can also use these for freelance work, depends on the client's needs though.
I was doing a lot of work for those who needed 3ds Max files. So I bought a perpetual, and paid the $600 or so yearly to keep it up to date.
As of last year, I'm not doing substantial freelance work anymore, employed fulltime instead. So I stopped the yearly.
Again though, it's just an expense to be budgeted. Part of running a business.
http://wiki.polycount.com/wiki/Freelance
for personal skill development, max has a free educational liscence anyone can get, and the only software you really need after that for gamedev is the substance suite, and maybe photoshop. I do all my "rendering" in unreal engine which is free, so no need to get v-ray or anything like that.
But yea, eric nailed it, if you are making money off freelance, you need to factor your software costs into your overall price, along with your overall cost of living. you need to develop an understanding of basic business which is hard and takes a lot of work, and even then most businesses fail after a couple years.
A lot of people are undercharging in a race to the bottom in an attempt get work, and can't remain profitable in the long term. My biggest advice to most people with freelancing is usually to up their rates by at least 50-100%. if you are freelancing for 10-15 bucks an hour that's extremely unsustainable in most cases and a great way to burn yourself out with financial stress.
long story short, if you were making 70k/year working at a studio, you probably need to be charging the equivalent of 90-100k a year for freelance work, otherwise the extra tax overhead, medical/benefits you have to pay yourself and equipment/software costs will kill you.
My next purchase will probably be zbrush.
I actually thought about enrolling in some relevant study to just be eligible for student prices or solutions Yaay to low enrollment fees in europe!
But I would kinda feel like a crook in the process
i use
Max 2011
3dcoat 3.5
zbrush 4r7
an old knald version, maybe sometimes even crazybump
some of the tools i use daily are like 10 years old. you really do not have to be up to date on every software. Tho nowadays with subscriptions you are sorta locked into updating. But you could of course break that cycle by using blender
The yearly also sorta stopped with this year... or well they upped the prices by 20% so we sorta stopped all the maintenance plans and will keep using this software - if we need newer versions we will rent as needed. it definitely sucks
I'm specialized in environments ( real time ) and my setup is currently this:
Maya LT 2019: subscription 317 € per year, has everything that you need if you are not a FX artist ( it doesn't have dynamics ) or non real time artist ( no Arnold ).
Combined with the Ninja Dojo plugin it becomes incredibily fast to model and retopo.
Zbrush Core 2018: 160 € perpetual, with the latest version they introduced a lot of features that were only available in Zbrush full like Decimation Master and 3D Print Hub but it's still limited. For me it's ok because i only use it for detailing props or doing some organic sculpting on rocks or similar.
I tried out 3D Coat but the viewport was lagging a lot while sculpting so i sticked with Zbrush.
Substance Painter & Designer: 150 € for both perpetual licenses
Marmoset Toolbag: 168 € perpetual
Unreal Engine: Free
TreeIt: Like SpeedTree but with less features and completely free and open source. I rarely use it because now we have scans for vegetations...
Gaea: Bought it during alpha stage for 160 € i think, perpetual license. It is similar to World Machine but it has some cool features although i rarely use it
Affinity Photo: 50 € perpetual. One of the best purchases that i did. it has almost all the features of Photoshop, same UI and some new cool features like live brushes and it's only 50 € one time payment.
This time around for renewing, I ended up doing a subscription since I am interested in more of their products and they update the products so often it's necessary to always update the software version. A few of these other software - such as zBrush and Speedtree - I would recommend subscribing to on the months that you need it. If you are doing a project that does not require foliage, then do not subscribe to Speedtree that month. Likewise, there's a whole suite of software you could use for hard surface or organic modeling but you don't need to use all of them as a part of the same pipeline.
I suppose a big of this is planning out your project and your needs - whether it's a personal or freelance project.
yeah photoshop on its own isnt that expensive anymore, but to be fair from my perspective it is becoming less and less relevant for game texturing.