Requests and Pricing
While I’ll try to answer back as many requests as possible, commission discussion and confirmation will not be prioritized by request order. I reserve the right to reject commission requests for any reason.
Final price will be determined after the commission design, scope and deliverables are fully documented and considered final. Information regarding deadlines and schedules can also be discussed upon commission confirmation.
The following aspects will have impact in the commission price:
- How well the commission scope and deliverables are specified.
- Commercial or not commercial use.
- Quantity and quality of the rendered images or videos.
- Artwork complexity.
- Number of poses and model variations.
- Amount of visual design and experimentation work required.
- Quality of references and source materials.
- Time constraints and deadlines.
- Pipeline integration complexity.
- Personal schedule and availability.
Payment details can also be discussed upon commission confirmation. Upfront payment of a percentage of the total price would be required in order to start working in the commission. Paypal is accepted.
Service details
In order to start working on a commission, some visual references has to be provided, ideally for the commission content and style. I can create models in a different style provided by the reference (for example, detailed versions of pixel art characters) as well as from rough sketches. Also, references can be provided for poses and visual composition of the scene (if relevant).
When commissioning a piece using reference material, make sure to have all rights regarding the designs and trademarks of the visual material used for the project.
I can do 3D scenes with multiple characters, backgrounds, complex props and VFX. There should not be any limitation regarding the 3D scene complexity.
Commissions can include turntable animations or simple camera animations. I won’t do rigging or character animation.
For commissions that require design work on my end, I’ll send updates on each phase major phase and design milestone of the project, which should be accepted before continuing. Changes on approved design decisions will be charged. This includes aspects like poses, shading style, model style or composition.
I can not create characters designs from scratch without any visual reference (based on character personality descriptions or short film/game scripts, for example).
3D Printing and manufacturing
Models won’t be prepared for 3D printing or any other manufacturing process. I can do some basic preparation or follow common guidelines that can ease this process in the future (like avoiding loose pieces on the design or create a fully manifold mesh). I won’t separate the model in pieces for assembly, make printing test or create slices and 3D print ready files. I will not guarantee that the model can be manufactured in a specific process. This service can be hired from other person or from the manufacturing company.
Deliverables
Commission price will vary depending on the final product deliverables, which should be defined before starting to work on the commission. This can include:
- Static renders as image files. Single or multiple views.
- Turntable animation as video file or image sequence.
- Project .blend file, including model, materials and lightning setup.
- Exported model in any other pipeline required format.
Technical details
The following technical details will apply for most projects related to visual development and render/previews of products.
-
Rendering will be done in Cycles or EEVEE. It is possible to create both versions of a commission manually optimized for EEVEE and Cycles. Commissions can include render intensive effects, materials and lighting setups when rendered in Cycles.
-
Lookdev will be mostly done using shaders to create procedural materials. Resolution of final image renders and videos can be as high as needed for the project.
-
Artworks don’t necessarily use a PBR shading model for lookdev.
-
Projects rely heavily on procedural assets and subdivision surfaces, so they don´t contain high poly meshes. While the models may look like they have final topology, this topology is optimized for the modeling and lookdev process, not for rigging or animation.
-
I don’t work with particle hair (realistic hair with individual fibers) for character hairstyles or creature fur. Hair particle effects may be used for minor lookdev details. All these effects will be done in Blender.
-
I don’t make projects that require heavy usage of realistic physic simulations. This includes realistic explosions, rigidbody destruction, cloth or fluids. Stylized, hand-made versions of those are fine.
-
I don’t create character rigs nor character animation. Videos are limited to turntables or simple camera movements.
Software
Projects will be realized using a custom pipeline and technology based on Blender. Final files will be fully compatible with recent Blender releases except for tool and UI related data. This includes, but not limited to brushes, tool presets, geometry custom data and procedural assets using custom nodes or modifiers.
Custom technology can be developed if needed to satisfy the project timeline or visual requirements. Commissions do not include the right of this technology and designs, which can be negotiated separately.
Pipeline integration
By default, commissions will be created using custom tooling designed to provide the highest possible quality in the final artworks and high levels of efficiency. This pipeline may not be compatible with what is expected in most animation and games studios. That said, tooling and technical details can be adapted to match your production requirements or desired usage of the commissioned work. Given the amount of flexibility this provides, the most important aspect when working with external pipelines is defining the project technical requirements as detailed as possible before starting to work on the commission.
If your project requires using a commissioned model for rigging and animation in a production, highly detailed technical requirements and visual references should be provided depending on the commission’s scope. This may includes well-defined requirements related to topology layouts, rigging pipeline, character views and motion ranges, visual style, lookdev/rendering pipeline, scene organization and naming, performance and data formats.
If requesting a visual development or preview commercial commission with the intention of integrating its content in a production, consider the following:
-
Character models can be modeled in T pose for rigging or directly in the final pose. Final poses are not done with a rig that can be reset to T pose. If a posed and T pose model is required, they have to be done separately.
-
Materials and lookdev is done using EEVEE/Cycles shaders. These materials may not be directly exportable to other render or game engines and some effects may not be reproducible. If required, materials can be done in a way that can be baked to standard PBR textures when defining the commission requirements.
-
UVs layouts are created specifically for the procedural shaders, not for texture mapping. Shaders may require multiple UV layouts for certain effects. Extra UV layouts for texture mapping may be needed for baking the models for pipeline usage.
-
Meshes may contain UV, colors and other custom data for lookdev or procedural effects that may not be possible to export. Procedural geometry effects can be baked and exported without problem.
-
Lightning setups and environments will be created for EEVEE or Cycles. Directly exporting these setups to other render or game engines may give different visual results.
-
I can prepare deliverables in other software format (Maya, 3DSMax, C4D, ZBrush) if the project requires it. These deliverables will only include the unshaded model. Lightning and lookdev will have to be recreated inside the target software or game engine.