Dan Lingman wrote:
> 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.
There's also the op****tunity for you to define what you want to get as
specifically as possible, and send it to your "candidates" for a bid.
The more specifically you define what you want, the more easily someone
can judge exactly what they have to do. Concept art is a good addition
here. Mind that you'll also want to define the dates you need them by
and the formats you need them in.
> 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 can't make these sorts of judgements for you. A 50-100 polygon
missile I could probably do my(programmer)self in 3D Studio in about 20
minutes. The ****p would take quite a bit longer but getting untextured
models will be quite a bit cheaper than getting them with textures,
since the textures are where most of the detail comes from.
> [I] 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.
Well, only you know your budget. There's also the option of "back-end",
which many students and entry-level folks may be interested in, but that
increases the amount of paperwork you'll need to do. How much of the
sale price of the product do they get, and under what cir***stances do
they lose their shares, etc.
-tom!
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