Hi everyone I am new to polycount and I wanted to know how much does it cost on an independent level to charge or recieve money for art services. ex if I was to hire an artist for some concept art, and 3D art how much would that come up to. and so on and so forth. thank you for taking the time to read my post.
Jason
Replies
Review samples before hiring, and make sure that the artist whom you hire is capable of fulfilling the tasks that you need for the price you want.
Here's a few things:
A full game character or level could easily be worth $1000-$2000 or more, "it depends". Your project could be easy for your artist(s), and maybe $100 is enough. Talk out the deal with them personally, they will likely ask for more than they expect, and as should you always offer less than you expect. Finding the happy middle ground is the fun of it all.
There's a big difference between hiring a concept artist and a 3d artist. For example, the process of character creation can be: concept art > model > uvs > textures/materials > animate > game implementation
It's possible, and tough to find an artist that can do all of that. As an employer you may find it easier to break your assets up between more than one artist, set a budget for the work as a whole, and divide it accordingly between those artists.
The best artist isn't always the most expensive. A lot of times, because a concept artist, or whatever, is so good, they can deliver work incredibly fast, meaning it wasn't much work for them and they charge very little. Where as someone that's not as good, takes longer and assume that means they are worth more. Also, the very experienced are used to doing the job, and likely have "deals" for smaller budget projects.
It's generally less of a headache for the employer and employee for the artist to be paid per piece delivered.
Be sure that final delivery of that art is clear. For example, have your artist submit work pre-completion to make sure they are on the right track and give them the "thumbs-up" to complete the final. Try not to seem to strict about this, but it is easy for your artist to do more than you wanted and expect more money. It's important to build a professional relationship with your artist so that he/she can better understand and achieve exactly what you are looking for (communication). After you've worked with someone for a while, it's easier to relax with them, as you understand they're going to get them job done, and you're always going to be happy.
Hope this helps.
I'd budget 1000-1500/week for a good artists time ....maybe double that for an artist in the Calibur of say Feng Zsu or Craig Mullins or Sean Mills
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Guess again! We had Craig Mullins do some concept work for us. It cost a pretty penny, and yeah it looked pretty good. But I don't think it was worth the money! We could have hired more less well-known artists for the money and got more stuff out of them.
for starting out as a unknown artist, $100 for good work/commision sounds about right. Then starting going up, and your portfolio becomes more professional and more experienced. (well thats my assumption anyway)
$40K divided by 52weeks divided by 40hours = about $20/hr
$60K divided by 52weeks divided by 40hours = about $30/hr
In reality, salaried artists often have to work more than 40 hours a week, but they enjoy health benefits and pension plans not available to contract workers. So, for contract work, figure about $20/hr if you are good, and $30/hr if you are really good. Multiply by an estimate of how long the work should take, and there you go.
- BR