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  1. #11
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    May 2008
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    Quote Originally Posted by VeraFX81 View Post
    This is about two years old but these are some numbers I go by.
    Attachment 73148

    I can't remember the article that I got this from, maybe its somewhere on my favs. I saved this cause I thought it was a good reference.
    Thank you this is really helpful, somebody send me this before.

  2. #12
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    May 2008
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    Quote Originally Posted by Marscaleb View Post
    Man. If I was even halfway decent at rigging and modeling I would look for a few piece jobs like that, and I'd have my car fixed in no time.
    F***, a medium poly character, rigged? Two of those and I can buy a new engine. Or spend a month making a nice level and I'd have wheels again.
    But dang it, I'm not skilled enough to charge prices like that.
    I hear you brother.

  3. #13
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    Quote Originally Posted by MechaKraken View Post
    Sometimes I forget just how much our knowledge is worth. I get requests all the time from people who would like art done for them, but if they have to pay more then a few dollars they suddenly lose interest.
    Yeah I hate when you tell people how much animation cost, and they look at me like if I have two heads, and I tell them "why do you think that only big companies get animation work done? and how much you think they pay for the Geico Character? " and they just expect me to do for cheap.

  4. #14
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    May 2008
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    Quote Originally Posted by tadpole3159 View Post
    A good tip would be to mentally work out how long this is going to take, you've done a test animation so you should have a rough idea. then you need to work out how much your time is worth, an hourly rate. with a bit of maths you should have a good number.

    also don't forget to add one or two extra days just encase something goes tits up.
    Thank you!

  5. #15
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    May 2008
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    Quote Originally Posted by VeraFX81 View Post
    certainly don't think most people are going to find someone that studied as long as we, to work on a long project with their stomach growling.
    LOL, I know brother, I have a day Job as a graphic designer and I do video editing and the animation is my passion and one of my new services but I'm not gonna spend pmths working on something for someone who doesn't appreciate the work put into it.

    You speak the truth my brother.

  6. #16
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    May 2008
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    Quote Originally Posted by tadpole3159 View Post
    I recommend downloading this free 3d art book. it was put together by some chaps over on polycount.com in their spare time and released for free, really awesome stuff, and it has a section on freelancing too.

    I think i'll make a thread just so everyone knows

    http://www.artbypapercut.com/
    thanks bro! this is really cool.

  7. #17
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    May 2008
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    Quote Originally Posted by Seijiro View Post
    One good thing is to have several price options. Hourly, weekly and monthly. There also is the "per project" basis which smaller clients (inexperienced clients with 3D/2D work) in their mind probably assume the most. Be sure to calculate them well before jumping into random numbers. Take into account such as rent, food, travel (if that's the case), etc.

    Also have different price ranges for them. One bare minimum, if it goes below that then you should not work for them, an "average" which you can live on and of course it can go up from there.
    However, here's a post that explains this more in-depth.

    http://forums.cgsociety.org/showpost...28&postcount=7

    From the thread: http://forums.cgsociety.org/showthre...?f=2&t=1034532
    Thank you this will really help me to come out with a good price for my clients.

  8. #18
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    May 2008
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    Quote Originally Posted by Mr3d_PHD View Post
    I have to agree with Vera that charging an hourly rate is the wrong way to go, especially if you plan on doing freelance fairly regularly. By doing it this way, you are over charging the client if you are inexperienced because you're slow, and you are undercharging and losing money as you get better. You literally take a pay cut because you're more skilled than you used to be. It's completely backwards!

    The best way to do it is to decide on a specific set of quantifiable measurements and use those for the basis of your costs. For example, you can charge based on poly count for models, number of frames for rendering, or any number of quantities such as lighting elements, textures, characters, whatever. This way once you have a set price, you will actually benefit from becoming more proficient in your craft! If you do a job today for $5000 and it takes you six weeks at 40 hours a week, and you do that same job three years from now, it may only take you two. That's a pay raise! The first time around you were making $20.83 an hour...the second time you were making $62.50!

    One other thing...and this is a bit off topic, but it sounds like a pretty big job, so make absolutely sure you have a contract written up and signed before you begin work. Doing freelance, especially larger projects, outside of a contractual agreement can very easily end in disaster and a lot of wasted time for one or both of you.
    I agree with you. is not alwasy easy to calculate the time, specially if you have a day job.

  9. #19
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    May 2008
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    Quote Originally Posted by Raven777 View Post
    Wow I would kill for a CGI job that gives me 1000 € per month. I'm an advanced beginner in the world of CGI so I don't know what's the price range for the CGI services. I live in Serbia (Ex-Yugoslavia) so 1000 € per month salary is pretty fantastic in comparison with the other salaries in my country.
    you can try to do jobs overseas that way you get paid more than your current currency.

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