My idea is to use a new character for the asset and add new animations to improve its general appareance. But since I am more programmer than artist, I have searched for a person to take care of this.
The style for this model would be something similar to Adam Jensen in Deus ex Go, not low poly, but not too much detail:
I found a person and after talking, the price would be around 250 dollars in about 7-10 days to create it.
I wanted to ask what do you think about this price (it is the first time that I hire another person), so I don’t know if this is the standard price for this kind of models. I know that models needs a lot of work which of course, needs to be paid. I only want to know about other people who also has hired artist for similar jobs.
Also, I want to ask about animations.
After get a new model, I will search another person to take care of this (the current artist doesn’t make animations). I want the typical third person animations, like walk strafe, run strafe, walk crouch, run crouch, dodge, so maybe around 20-30 animations.
What should be the price for this group of animations?
My two cents : that’s really cheap. edit : maybe it’s not so cheap, assuming they aren’t working 8 hours each day for 7-10 days. Maybe they just need that much time to be safe but expect to finish hthe model in something like 30 hours. Just speculation Look at this persons portfolio and make sure they are capable of the quality you need.
Animations… all of the typical animations already exist. Check the asset store out. Lots of high quality stuff for fair prices.
$250 sounds really cheap to me. If I could get someone to create that quality of character, to my specs, that cheaply… Wow. That’d be really awesome.
I’d be worried that they don’t produce it at all or have other priorities and don’t produce it in a timely manner.
I’d say 250 is on the low end so expect to receive the lowest expected quality level - that is acceptable.
I’d estimate at least 20-30 hours to create that model (I’m a 3D artist/animator), so a quote of around $450-850 seems about right, conservatively.
If the artist is not US/Europe that price might reflect an accurate estimate @ $8.30 - $12.50/hour.
Estimate at least 1-2 hours for each animation, more (3) for more complex animations, multiplied by the amount per hour (roughly between 20-45) and that will give you a rough window where the price should fall.
Lower the estimated hourly rate for non US/European artists, but always be aware of lower prices resulting in lower quality.
You can only get the model two out of three ways. Quality, fast, or cheap. If its a quality model done fast, its expensive. If its quality done slow, its cheaper. If its fast and cheap, it can’t be quality.
Assuming they are charging a rate that roughly equates to their skill level. Then a good rule of thumb is look at what salaries are at a profession level. In this case that pricing is around 10X under the market rate. Draw your own conclusions from that.
But if they have a decent body of work that reassures you they can meet the level of quality you need, and they are still charging very cheap… maybe they just don’t have enough experience to know their own worth yet. Maybe they haven’t done enough freelance work to understand how much they really ought to be asking.
OP might just be lucky and found a young tiger that doesn’t know he/she’s the king of the jungle yet. Get 'em while you can!
Exactly, only content of unity itself can be added into a paid asset (or content of another publisher if both have some kind of agreement).
Of course, it is very important to have that completly clear.
So animations could be minimum 1200 dollars. Well, my idea is to get them in little groups, so once they have added to the asset, get new ones and repeat, sharing the spending in different months.
Mmmm I see.
Yeah, I did it and it looks good, also, I am waiting to see a new model that he is working right now, that will help to make my final step.
Thanks to all of you for the answers. They help me a lot. It is the first time that I hire another person and I didn’t have a certain idea of the price for model stuff (also, my budget is moderated too, though I want to improve the look of my asset, so the quality of the content is supported by its aspect too).
Without knowing the market we can’t draw accurate conclusions. According to Payscale the median salary for a 3d artist in the United States is about $53,000 but the same job only makes about $4,600 (Rs 299,971) in India.
One job per week at $250 is $13,000. If he were in the US it’d be below salary but in India it would be triple salary!
There is but it’s misleading if applied to the context of selling in a global market.
The main point was look at what the market charges for good quality. Salaries is one way, looking at what established companies charge is another, although more difficult to do in this scenario as most artistic outsourcing at a professional level is done under the radar in this industry. Ie they don’t really advertise.
I didn’t get into the details but this is what I was implying but I obviously did not clarify, my bad.
The animations on say the Ethan in Unity Technologies standard assets for the third person controller could be reused, just not sure how they would look on other humanoid mecanim ready models.
May look like garbage though, I just don’t know; I could also still be wrong about this but I thought someone months ago (or was it years?) had asked about re-using Unity Technologies assets in a asset project for sale on the asset store and they replied yes.
Does anyone else remember this?
TWO CUBES uses Ethan in their Game Kit Controller asset package for example.
Theres some pretty simple ways to improve any errors you have when retargeting a mecanim rig. Just google “unity retarget rig” or something along those lines and I think there is three or four youtube tutorials that will show the basic method and also some techniques to make the animations look right if the retargeted model has very different proportions.