Posted 15 September 2011 - 04:39 PM
Im wondering what peoples views are on paying modders for creating sub-professional quality content. The mod im working is still in need of 100's of assets, mainly custom models and textures. Over the past 2 years, the team has had artists come and go and we already have an impressive amount of custom content but we still need more, much more. As it stands we now only have one dedicated artist and 2 freelance that drop a model every month or 2, its really slow going.
So Ive gotten to the stage that Im prepaired to pay non-professional prices for 'sets' of low poly models for our tc Fallout: New Vegas mod.
What prices should I be expected to pay, and what would be the general payment system used?
The models well be needing are mainly props, with 2 versions of each. One being ruined/destroyed/wreaked the other being in in good wokring order.
Cyberpunk street terminals
Cyberpunk neon signs
Cyberpunk holo advertisements
I also plan to use many of these assets on an indie game Ive already discussed developing on this forum.
Posted 16 September 2011 - 01:34 AM
Devmaster receives a few art pack advertisements from time to time, such as from arteria3d and dexsoft. You might as well contact them as a starting point to see what they can work out for you.
You could of course try picking up art yourself to help leverage the workload. Andrew Price has released quite a few exceptional tutorial videos for producing various models and effects. He has one on buildings and bridges you might find useful. Everything in your list with the exception of cars I would say is beginner level modelling. Just something to consider, unless you have a continuous revenue stream you're willing to expense outsourcing your art tasks.
Posted 16 September 2011 - 07:35 AM
Posted 21 September 2011 - 02:33 PM
Posted 22 September 2011 - 06:04 AM
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