#3DS Rates?
5 messages in this thread
Hi, I would like to open a discussion on rates for rendering and animation.
First of all, no one needs to discuss money (dollars and cents), but I would
like ball park percentages. For instance, I have been told that anywhere
between 1 to 5% should be charged to a project depending upon the complexity of
the rendering and/or animation. Also, are traditional renderers (watercolor,
paints, etc.) charging more by crossing over into computer rendering? How much
more percentage wise?
I run a small CAD service and usually bid on a complete job or charge by the
hour. I've started using 3DS, and some of my clients are interested in proposal
and presentation work. Can anyone guide me in this area?
Note: I don't want to open up a large can of worms or start a bidding war. This
is a new field for alot of companies and individuals, and I for one would
appreciate the information. If this is not appropriate for the forum, please
E-mail. Glenn Hilley 72147,3322. Thanks
Glenn,
I don't understand the percentage method. Percentage of what? Anyway, most
people don't like to talk about it but I don't mind giving some general ideas.
Animation is often quoted by the finished second, that is to BetacamSP tape.
The range is typically $50-$1000 per finished second depending on complexity
and your overhead. The low-end might be just a simple text based logo doing
very little and the high-end might be lots of intense keyframing, human or
animal characters; and/or lots of special effects. However, it all boils down
to what the market will bear. The Yost Group gives a sampling of rates in their
IPAS boutique brochure which you can probably get ahold of if you are
interested in buying any of their fine routines. I believe the rates are for
comparable effects on workstation based software (e.g. Wavefront) layed
frame-by-frame to BetaSP tape.
These are good questions you bring up and ones I been contemplating for some
time. It really bothers me when I see ads for animation at x$ per rendered
second. I wonder if this includes modeling, mapping, and keyframing?
To answer this I have proposed a three tiered approach.
1. X$ per hour for modeling, mapping, keyframing.
2. Y$ per hour for rendering to disk.
3. Z$ per hour for recording files to tape.
Then, 1. can vary depending on the talent, 2. Varies as the speed and
investment of the hardware. and 3. varies as the format of the tape.
A rate card can be set up very easily to reflect these amounts and would show
the client exactly what he is paying for.
As far as requesting ball park figures I would have to bow out on that one
because a simple $ amount is dependent on too many variables. Only you can
determine what YOUR time and technology is worth. If you're too low you won't
be able to pay your bills and will be out of business, not to mention that
clients might think you don't think much of your own work. If you're too high
nobody will be able to afford you and without income you will be out of
business.
Glenn,
It sounds like you've gotten an earful from me lately. I usually give a
talk to my architect clients that they should sell the rendering and
animation services as a % of the total construction cost of the project.
If sold correctly, the services make so much sence to the customer, that
they sell themselves.
One approach (in general .. not going to give away all my secrets) is:
2% of construction costs -> still renderings at 2 different times in the
design phase. One image for each 5,000-10,000 sq ft.
5% of construction costs -> an animation with again the number of seconds
tied to the sq footage in some way.
This is something that the client can understand and the deliverables are
then well defined.
Ang
Angelo,
wow! that's an approach I've never heard of and I've done quite a bit of work
in the architectural domain. I'll have to let the company that sells (or tries
to) sell my services that info and see if they have any better luck. Are you
talking custom homes or tract?