Tom Plunket <gamedev@[EMAIL PROTECTED]
> wrote in
news:inf3p2hbmugu4ubufhhlph8s4i86ms36kl@[EMAIL PROTECTED]
> Dan Lingman wrote:
>
>> Being that I'm new at this, I figured I'd ask the group if the prices
>> on turbosquid are in line for what I should be offering for
>> piecework.
>
> Probably not, since the folks that put stuff up on TS are selling the
> pieces many times over, thereby getting a good deal more than one sale
> from them. At the same time, it may be that starving students will
> sell their souls, but will their work be good enough for you, and will
> the models be built the way a pro would do them? ...not to say that
> all of the stuff on TS is great, but there are great people that are
> on there.
>
> good luck,
> -tom!
>
Thanks Tom.
To be honest, my concern is not ripping them off. I figure I'll look at
their ****tfolios, and based on what I see there, ask a few of them to
produce samples of several things, with certain constraints. However,
I'm going to want to compensate them for their time fairly. Given that
these are not yet professionals (but that want to be), what would you
think a reasonable fee for making a 50-100 polygon missile, or a 500-1000
polygon ****p would be, (no texturing, just wireframe).
I had figured that the turbosquid models would be underpriced, based as
you said, on their re-salability, but don't want to either overbid (and
run out of cash), or underbid, and lead to starving students wating
catfood in an attempt to get their names on a commercial game.
Dan.


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