Hi Polycount!
Greetings to all of you.
I would just like to ask how much should an artist charge for a AAA character with a simple HIK rig in Maya?
I make my character from scratch starting from ZBrush, Retopologized in TopoGun, maps baked in XNormal, textures edited in Photoshop, composited and rigged in Maya using simple skeleton and HIK rig.
I hope you can help me out so that I can also justify my pricing to my client. Thanks in advance.
Replies
http://www.polycount.com/forum/showthread.php?t=98603
what the LOL!!
I'll doublequote for awesomeness
but nevertheless, you're welcome
Some artists aren't worth even $10, many others are worth more then $50 per hour. You have to find out where you lie within that range.
I'll model for $5/hr.
I just require $5,000 upfront, same amount upon asset upload and deadline 8 months from initial payment receipt. :thumbup:
This is competitive industry after all...
& what Aflac said.
This thread is amazing
Although after sex, I prefer if I could at least have a cookie and a cup of juice...and money.
[/thread]
It just depends how good you are and how difficult the work is.
It also depends on the experience you have in the field, more the experience I think more you should charge.
You can literally flip burgers at In-N-Out for that kind of money, and you'd get less crunch and more free meals to boot.
I think I just blew a hernia in my brain from all the crappy comment I read so far, but this takes the cake, eviscerates it, splodges all over it before rubbing burning alcohol on it, and then taking it's balls, sewing them to a puppy, and using that to give a duck a feather-paizuiri while dressed up as a Geisha before throwing it into a zoo full of kitten set on fire, being maimed by British scientist riding a German robot made out of bones.
8-10$ an hour is = me working as the 'take order guy' in an MC's or two. There is no way knowing about topology, software limitation, taking into account living expenses, hardware and a whole set of other stuff = working in a fast-food joint. Sorry to all those peeps flipping burgers, and the feel good reply is "We're all the same!", but lets keep in check in reality shall we?
That's also below the minimum in many countries, so yeah there is that.
(I don't think it's relevant, credible, or anything else. It just works in this exact thread.)
http://wiki.polycount.com/CategoryGameIndustry#Salary_Research
now deduct your taxes, software, hardware, medical, food-rent costs and latter vary greatly (op didn't bother providing his location, which could give at least a starting point for any reasonable advice.) there's a lot of stuff that full-time employer covers for you, and a freelancer doesn't have that handed out by default.
he's only thrown in a basic job description, and expects to get a magical number that is actually influenced dramatically due to variables I've listed, and many more reasons. those are just out of my head basics. which are also better explained by the freelance switch link above.
doing your own math what? google who?
It's very true that he should be thinking about all those things. However, it's not unreasonable to assume that if he's asking these sort of questions he hasn't been doing game art that long, and probably shouldn't rely on it as his primary source of income just yet...
I was simply trying to note what's a reasonable wage for a person just starting out with limited professional experience under their belt.
...What did I just read? XD rofl
Awesome link, Eric. Thanks