Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 02-10-2003 , 08:52 PM
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Question: How Much?

Hey guys. I'm looking to the educated minds here at SM in hopes that you can help me with a certain issue.

I've recently been offered a contract job to design everything you will see on screen for a 30 second short for an upcoming television show, a 'pitch' if you will. This includes characters, sets, vehicles, weapons, etc. Like I said, everything you will see on-screen.

The thing is, this will be my first job out of school and I don't really know how much to quote for such a job.

Can anybody give me advice as to a fair quote for such a job? I don't want to be overzealous and charge too much, but at the same time I don't want to cut my own throat and charge too little.

Much appreciation for any words of wisdom.

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# 2 02-10-2003 , 09:32 PM
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Depends on hourly or salary, or whatever. If you're literally doing EVERYTHING, I'd say NO less than $18/hr. And that's only because, like you say, you're fresh out of school. However, it IS a Master's right? That could fetch you more, possibly. I've not had a job with that much work involved, so I'm only estimating.

# 3 02-10-2003 , 10:31 PM
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well, since its contract work and they're in another state, I would assume that the quote would be the lump sum of the project, no?

I figure if I calculate my expenses for the term fo the project plus some extra equipment to do the job, then I should arrive at a fair price. So far what I've calculated may scare them off though. arrgh.
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# 4 02-10-2003 , 11:25 PM
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I've often heard that you should take what you estimate, double it, and then add half of that.

So, for example, if I estimate $1000, I ask for $3000.

# 5 02-10-2003 , 11:27 PM
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If you have to get in extra software etc, I would only put part of the price of that equipment into the bid. Afterall, you'll be albe to use the new kit on future projects, so by spreading the cost around you'll be able to quote a lower price. Unless of course its really specialised stuff that you'll only ever need on this one project.


# 6 02-10-2003 , 11:39 PM
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Originally posted by mtmckinley
I've often heard that you should take what you estimate, double it, and then add half of that.

So, for example, if I estimate $1000, I ask for $3000.

Wooooo! Then I definitely won't get the job! LOL!

From your formula, it figures to around 41K. I can do the whole job in about six to eight months.

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Last edited by dave_baer; 02-10-2003 at 11:43 PM.
# 7 03-10-2003 , 02:08 AM
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Well, that's what negotiation is for. lol user added image Good luck.

# 8 03-10-2003 , 10:08 AM
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1.
I would suggest you calculate an additional sum for a consultant , becuase you will need some advice down the road.


2. Take into consideration the use of a render farm



anyway , good luck - this will be tough

nir


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Last edited by nirsul; 03-10-2003 at 10:11 AM.
# 9 03-10-2003 , 10:44 AM
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haha dude say to them "This is going to be an extensive job, i require no less than 20k." if they say "HAaaaaaaaaaaaaaAHAJAJaaHH" then say "15?" lol, just take it down a little bit, but i mean, go NO LESS than what you need. if they still refuse, say to them "i'm sorry, i can't go any lower. good day" they will call you up and say "ok we'll pay"

# 10 03-10-2003 , 01:40 PM
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Remember also whatever you charge for the project, you'll be responsible for taking your own taxes out (unless you're lucky and they pay you off as an employee using a W-2...stranger things have happened). Taxes will take a large chunk of change out of your final pay. Another thing is, you have to realize your "overhead"...any additional expenses you may have (insurance, supplies, etc.).

Look at the Project scope: For example, say I work on a large project that's slated to run 6-8 months, Full-time. If I typically earn $40-50k/yr, I still want to keep it in that ball park so really, your amazement at project cost being $41k+ isn't so far fetched.

If you know it's something you'll be able to bang out relatively quickly....determine an hourly rate and over-guesstimate how long it will take you. From your previous thesis work, you should have an idea of how quickly you can model and put things together. Just remember, you will ALWAYS have to go back and revise so allow yourself time for that. A good idea would be to draw up a contract for a certain amount of revisions where you start charging for additional ones after the limit has been reached. Also, get the client to sign off at different points of the project. Storyboard everything and get them to sign off on it. That's important. You can get yourself into situations where you storyboard something and they say "We love it, go ahead!" Then, you build it out and they want to change things that aren't so easy to change even though it was clearly noted in the storyboards. This can take away a significant amount of time to the point where you've undersold yourself.

The bottom line is, you need to first determine what you're worth, skillswise and what you need to earn. Then, look at at how much time the project will take, the budget, and the scope of it. I usually determine a rate, then double it or add half of the rate to it.


"Terminat Bora Diem, Terminal Auctor opus."
# 11 03-10-2003 , 02:02 PM
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Another good rule of thumb:

Good, Fast, Cheap.

Have them pick 2. user added image Can't do all 3.

# 12 03-10-2003 , 02:14 PM
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I always turn it around and get them to give out some figures first.. that gives me an idea where to go from there.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 13 03-10-2003 , 03:14 PM
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That saves alot of time upfront when deciding if the project is actually worth it. I've seen prospective clients that want everything AND the kitchen sink, but of course want to pay something like $10/hr. which is ridiculous.


"Terminat Bora Diem, Terminal Auctor opus."
# 14 04-10-2003 , 12:42 AM
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i agree

i work in a factory these days for about $10 an hour, for you doing 3D moddeling AND 3D animation for that is daylight robbery, you have to make them see that this is hardcore stuff, this isn't screwing lids on bottles. this is expensive and time-consuming stuff. make sure they realise that.

# 15 04-10-2003 , 02:56 AM
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Well, as far as I know, I'm not doing the modeling/animation at this point. What they want me to do is the concept work. All I will be doing is the conceptual designs.


Dave Baer
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