3D pricing overview

August 2015

As discussed, we're making the switch from 2D sprite assets to 3D assets. We're in the process of pricing out the development of these assets. We're focusing on pricing out three specific areas: 

  • Modeling organic bipedal characters based on 2D illustrations
  • High quality texture painting of 3D characters
  • Rigging & Animation based off of supplied references

Modeling

We will supply a 2D reference that looks something like this: 

And this 2D image should be turned into an efficient 3D game model with roughly this polygonal resolution:

The 3D model should have a proper UV map, like this: 

Texturing

We will provide a 2D reference like this: 

And we are looking for a texture map and result that look something like this: 

In-game graphics style; menu

Concept art from the game

 An example character master from the game

An example character master from the game

 A scene from the game

A scene from the game

 Part of a cutscene

Part of a cutscene

 A 3D character in level 3-1

A 3D character in level 3-1

 our art department prepares various poses as needed

our art department prepares various poses as needed

 Cutscene Content

Cutscene Content

 3D enemy gameplay test

3D enemy gameplay test

 High quality render of low poly asset

High quality render of low poly asset

 An enemy

An enemy

 Level 2

Level 2

Animating

We will provide you reference for a specific attack, either in video form or from motion capture. If a character isn't rigged, we would expect you to rig it. Here is an example of a run cycle and attack:

Get back to me with your thoughts on pricing out any of these areas, ideally with some examples. Thanks