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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Question regarding commission work!


crystalmethodcaf ( ) posted Tue, 22 July 2014 at 12:55 PM · edited Mon, 18 November 2024 at 9:29 PM

Hello all!  I've been doing commission work for some customers, and I just wanted to get a bit of information from you guys about your own commission work! 

 

  • If a commissioner requests something (clothes, hair, props, etc.) in the commission that you have to purchase, do you charge them for it? If so, do you charge them the full price or just part of it?
  • What's your typical going rate for a commission?  I'm a hobbyist, not professional, so I don't think I've got a right to charge outrageous prices.  The first commission request I received was offering $30/pic, but he ended up shafting me so I'm wondering if he offered an exceptionally high rate to get me on board. 
  • After delivering the agreed product, if they have edits they want to make, do you charge them again or just consider it a part of the commission process?  If another charge, do you charge full price or a portion?

Thanks for your answers in advance!  I want to establish a good working relationship with my customers, but at the same time I don't want to be essentially giving stuff away. 


Believable3D ( ) posted Tue, 22 July 2014 at 1:00 PM · edited Tue, 22 July 2014 at 1:01 PM

This really isn't up my alley, but by any first world standard, $30/pic is hardly "an exceptionally high rate." How long does it take you to set up and render an image? If it takes more than 15–20 minutes, I'd say that's dirt cheap, assuming that the image is going to be used exclusively by your customer.

I know there's no way I could provide a decent image in less than a couple hours. But of course it depends on what type of renders are required. Non-realistic shots can render considerably faster (depending).

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


ArtByMel ( ) posted Tue, 22 July 2014 at 1:06 PM

I charge according to the size of the image and the amount of work it will take to produce what the client wants. That can be anywhere from $50 for a very simple portrait to $200 and up for something more complex. I use a contract, which I require they sign and return (either snail mail or electronic sig) and I also send a letter of agreement laying out everything in detail. I allow for some modifications and changes, but if it gets to be ridiculous I remind them that (according to the contract they signed) I will be charging an hourly rate for additional changes and modifications on images they have already approved. I make sure and show them the WIPs along the way, with watermarks and a small size. I require a 50% deposit and they do not get the full size image(s) until I get the balance due.

Once they have approved everything and the image is sent out, any changes they request are on an hourly rate.

I hope that helps.

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Art By Mel


crystalmethodcaf ( ) posted Tue, 22 July 2014 at 1:10 PM

Well, I don't really know what an exceptionally high rate is then apparently lol.  I'm new to this.   

I think 15 minutes is probably pretty reasonable, sometimes more, sometimes less.  So from the sounds of things, $30 is perfectly reasonable.  What about charging for extra stuff like clothes?  Do you know (you said it wasn't up your alley) if that's a cost that should be passed to the customer?  My thoughts on it are I'm using it to produce their requested pics, but after that photoset they won't have any more use of it!  I was toying with the idea of a percentage split, like 25/75. 


Believable3D ( ) posted Tue, 22 July 2014 at 1:15 PM

Honestly ... I don't care how good you are, I cannot imagine that any picture anyone can pose and render in 15 minutes would be worth buying.

As for clothing or props: If you buy something because of a particular customer, the one with the interest in the item is the customer, not you. For all you know, you'll never get another use out of it. Unless it's something versatile you know you'll use a lot down the road, there's no way I would bite the full amount or even most of the cost for the item.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


crystalmethodcaf ( ) posted Tue, 22 July 2014 at 1:29 PM

Well, as I said, I'm a hobbyist.  I've never taken any kind of graphic design classes or anything but the content and style of my work is what people are interested in, so I dunno if I've got any right to charge high prices lol.  Though there is a demand in it.

That was kinda my reasoning too - if it's an item I don't like I wouldn't use it again so I'd be like "Damn, I'm stuck with this".  But the person I'm working with seems like he's interested in working with me for a whole kind of series, so I'll likely be using it again!

I hadn't thought of the contract part, but I did request half of the total commission before starting after my last experience.  What if they don't like the way you've done a render?  Do you charge them to correct it or take it on yourself?


EClark1894 ( ) posted Tue, 22 July 2014 at 3:39 PM

Quote - I charge according to the size of the image and the amount of work it will take to produce what the client wants. That can be anywhere from $50 for a very simple portrait to $200 and up for something more complex. I use a contract, which I require they sign and return (either snail mail or electronic sig) and I also send a letter of agreement laying out everything in detail. I allow for some modifications and changes, but if it gets to be ridiculous I remind them that (according to the contract they signed) I will be charging an hourly rate for additional changes and modifications on images they have already approved. I make sure and show them the WIPs along the way, with watermarks and a small size. I require a 50% deposit and they do not get the full size image(s) until I get the balance due.

Once they have approved everything and the image is sent out, any changes they request are on an hourly rate.

I hope that helps.

Got a sample contract you could post on line?




Miss Nancy ( ) posted Tue, 22 July 2014 at 3:47 PM

they buy quickie renders for weight-loss ads on the telly.   target audience ain't aware of rendering technique, nor much of anything else.



basicwiz ( ) posted Tue, 22 July 2014 at 7:43 PM · edited Tue, 22 July 2014 at 7:46 PM

I charge $25/hr. Period. Including the time it takes for Poser to do the render. If you want edits/additions/changes, I charge for that time as well (unless it is clear I ignored something in the original instructions.) I give them an esitmate for the time (subject to revision), and require half up front.

If the client wants something I don't have on hand, I certainly go get it... whether the client gets to pay for it depends on whether or not I think I'll ever use the item again. If I'm going to charge them for it, I tell them up front.

I'm still waiting for the first complaint.


AmbientShade ( ) posted Tue, 22 July 2014 at 10:48 PM · edited Tue, 22 July 2014 at 10:50 PM

I'm a modeler/rigger, so I generally don't do commission renders, so that is a bit different situation. But...

I don't charge hourly rates for most things I do. I charge based on my previous experience with similar items and how complicated/time consuming I predict the project to be.

I always ask a 50% deposit on the innitial agreed upon price, with the understanding that the final cost may be more than the innitial agreed upon price, and a rough estimate of how much more it may cost and a brief explanation for why (most people don't know what all goes into a project, so details are only provided if they ask. Most don't ask). 

Exclusive rights to the model are more expensive than non-exclusive rights. If the final amount isn't paid in full within a reasonable time frame after the project is completed (a month or so at most is more then reasonable outside of special circumstances), then the client forfeits their exclusive rights and any portion they've already paid towards it and I'll sell it on whichever marketplace that's appropriate for that item in order to recoup the remainder of my fees. (I don't have restrictions on what I will build for a client, anything goes as long as I'm able to create it). This protects me from being "shafted" as the OP stated, by people who change their minds mid-way or aren't happy with the final results. They get to see progress shots during the project's development, so they have plenty of opportunity to suggest changes during production. Any additional (major) changes after I'm done with the project will usually cost extra, depending on what it is. For minor changes I don't charge. For updates that make the original item function better I also don't charge, because that's on me and my skills/abilities, not the client. They don't get the final model/asset until they've paid for it in full. 

I also charge more for any reference/concept/pre-vis material I have to produce/track down myself. The more detailed and specific the instructions are, the more it saves the client in total costs.

Anything I have to buy for the project is paid for by the client up front with few exeptions. That includes special software. On the rare occasion that I have to buy an item/piece of software that the client can't provide, then it becomes a business expense and is tax deductible (at least in the US)

But most importantly, I tailor my agreements to each client. If it's a client that I work with on a regular basis, they aren't subject to the same 'rules' as someone I've never done work for and don't know anything about, would be. In other words, I make exceptions for repeat customers and long-term loyal clients because I know they'll have more work for me in the future if they like what I do for them now. They also get a lower rate than what I would charge a one-time client. Building a relationship with your clients is really the most important aspect of it all, and always good to tailor things around the client's needs and resources as much as you can. 

As your reputation grows and more people are requesting your services, you can charge more for each piece. That's pretty much a universal rule in any medium I think. 

What you charge is really up to you. There's not a lot of difference between a hobbyist and a professional when it comes to making money on your work. The only real difference is whether you're charging for it or not. If you're going to charge, then make it worth your time, unless its a project you're specifically interested in. I'm not a professional either, officially, but for small projects I can complete in a day or two, I generally ask $100 to $200. But that can go up as much as $1200 or more for a model if it's going to take several days to complete. More if it needs to be rigged. I also schedule different clients on different days, based on what work I'm doing for them. It is definitely a good idea to keep track of how many hours you're spending on each project and adjust your fees accordingly, but I don't follow the flat hourly rate because that can be off-putting to a potential client who thinks the sound of $25 to $30 per hour is too much (that is the average going rate for most CG freelancers btw. Maybe even a bit on the low end actually), which a lot of people will balk at that rate, not realizing that they may be paying much more than that at a lower hourly rate when all is said and done. 

 

~Shane



crystalmethodcaf ( ) posted Wed, 23 July 2014 at 7:45 AM · edited Wed, 23 July 2014 at 7:45 AM

Thanks all for the input!  This has given me insight about what I should and shouldn't be doing for charging hehe. 

I only agree to take on projects that I'll enjoy myself.  If it's content that I'm totally against then I don't agree to it because I know it's gonna have an impact on how much effort I put into it and, ultimately, the results.  That's what happened with my first commission requester.... the content he wanted was offensive to me, but I figured I'd give it a shot.  And every render was like "ugh.... this sucks..." So I make sure the requester tells me what their idea for the story is before I agree to take it on.

Wish you all luck!


wolf359 ( ) posted Wed, 23 July 2014 at 1:47 PM

"Hello all!  I've been doing commission work for some customers, and I just wanted to get a bit of information from you guys about your own commission work!
** **
**    * If a commissioner requests something (clothes, hair, props, etc.) in the commission that you have to purchase, do you charge them for it? If so, do you charge them the full price or just part of it?"**

Hi I do primarily animation work but I may have some relevant answers for you

First **NEVER ** !!! work without a written contract
get free contract templates here:
http://www.yourfreelegalforms.com

and specify in the contract that the client will be responsible
for the cost of any particular assets they require for the finished job that you do not already possess.

For example My copy of wardrobe wizard 2 was purchased by animation client who demanded a particular business suit for DAZ V3 be converted to V4  to wear in the animation.

One of my independent film clients Paid over $200 USD
at turbosquid.com  for a detailed skateboard model for Cinema4D

**   " * What's your typical going rate for a commission?  I'm a hobbyist, not professional,"**

I dont know your skill level or your clients budgets so I can not realisticly give advice on what rates to charge
 
**  "* After delivering the agreed product, if they have edits they want to make, do you charge them again or just consider it a part of the commission process?  If another charge, do you charge full price or a portion?"**

Again specify these costs IN THE CONTRACT and have it signed before beginning any actual work on the project



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