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
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.
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Artists for hire can range in price and quality. If you log into
turbosquid for instance, you’ll see prices of buildings range from free
to a couple hundred dollars for just one model.
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
ditto, basicly what I was thinking… as for me joining your team, I am
actually an ok artist -but there is HEAPS better than me ;) (I wouldnt
be charging so much)… ive sorta got my hands full with a voxel
modelling application myself, if it was done, I could do some hi detail
work for you… but its a few months off yet.
Well gonna try my hand at modelling, but Im terrible with uv maps, seams
and rats-nests :) Will give those guys a shout, Ive been quoted $100
for a mecha under 10k polys from an associate of mine, textured with all
the bells and whistles of various maps, but feel thats still kinda
expensive - seeing as this is just for a non-commercial video game
modification. Im not looking to rip artists off, but $100 for one
asset? Im gonna be broke in no time.
Maybe $100 for one model is too harsh, maybe $100 for 3 models would
still be an ok rate, for you and the artist? I would work at that rate,
I would just burn it all out in a day anyway probably.