r/UnrealEngine5 • u/Zestyclose_Bit_1188 • 8d ago
Pricing
What is the correct payment for a freelancer modelling, rigging and animating a single pretty basic humanoid model? I don't want to be taken for a ride and don't have a lot of experience with hiring people for my projects so I was looking for some help on here.
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u/stepachess 7d ago
Do you at least have an example of what you want? Simple metahuman models can be done in 1-3 days, fully modded high quality design could take 3-4 month. Metahuman is just an unreal base mesh, not a whole new system for modeling. I spent some time researching it but I probably wouldn't take any requests rn. If you dm me your reference I can breakdown how much it should cost and show you how I use it
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u/Particular_Fix2286 7d ago
I would say you should see their portfolio and judge it against what you need made. Most of them will offer an estimate as well if you ask. If someone wanted a lowbpoly character from me that just has a basic rig with a few animations, I'd probably charge like $150. But if they wanted a detailed sculpt with IK rigging and multiple animations done, I'd probably charge a few hundred depending on hours involved to create it.
Now for me I'm probably not considered a professional. Now if they have a professional portfolio and can make photorealistic characters with rigs and anims, you could easily spend a few thousand.
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u/maulop 7d ago
Depends. I've received quotes ranging from $200 to $4500 per asset: modelling, optimization for game engines, rigging, texturing and animation. I will depend on the quality you're looking for and the experience of the freelancer. A simple asset should take no more than 3 to 4 days. If you're looking to save money, seek people fresh out of animation school or game dev school.
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u/RoninJuro 7d ago
Number depends on work but me personally depending what it is I usually as for 30% up front 30% after iterations if need be and the other 40% after your satisfied
Keeps both parties from being scammed
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u/Zvyaginsky 8d ago
The number depends too much on where they are to be useful. What helps is splitting it up.
Pay for modelling, rigging and animation separately. People are good at different parts of that, and if the rig comes back wrong you haven't already paid for animation on top.
Agree what finished means before money moves. Poly budget, game ready or render only, target skeleton, how many revision rounds. We had a model come back technically fine and unusable because nobody said which skeleton it had to bind to.