A Problem with Model Commissions
2 years ago
Alright, I think I pretty much know what I gotta do. Thanks guys!
We gotta talk!
Some of you may have heard that my plan for this year was to hit model commissions pretty hard, see how many I can do. There's a lot of people who want one from me lately and so I want to be able to do that for them. Keen eyed among you may have noticed, however, that I haven't done that. Like barely at all, not even close. x3
Pretty early on I realized there was going to be an issue... mainly that the people who get models from me also typically want me to make animations for them, and not just one, but usually as a sort of ongoing basis. Which is entirely reasonable, it's a lot to spend if you're only getting one animation out of it. But I think you can probably see where this is going already, as I make more and more models there are going to be more and more people who want animation work done more often. I also like to keep models up to date as I learn new things and improve my rigging and that would also pile on more and more as I make more models for people. I already don't get to the people who I've already made models for nearly often enough as it is, throwing a ton more people on the pile seems... problematic.
This is a nice problem to have as far as problems go I admit, but make no mistake, it is a problem. I've got a bit of a catch 22 on my hands. I can either make models for people regularly and become overwhelmed with all the additional work it brings in, which obviously sucks, or I can just not make models for people and not have that problem but also... not make models for people. Which sucks. I've been thinking about what to do for a while and uh, I got nothing. It kinda seems like a fundamental problem with the concept.
I mean I could make models for people on a "You get one animation and then you're on your own" basis, but that... also sucks? I don't like that option. But I don't really know what else to do.
This is why I haven't done the model commission work I'd hoped to for people so far. Just don't know what to do. Anyone got any thoughts? I don't really see a way out of this that doesn't suck. The least damaging solution seems to be to just not make models for people on a commission basis and avoid leaving people hanging with their expensive model, but that obviously sucks for everyone still. I got nothing, help? x3
Some of you may have heard that my plan for this year was to hit model commissions pretty hard, see how many I can do. There's a lot of people who want one from me lately and so I want to be able to do that for them. Keen eyed among you may have noticed, however, that I haven't done that. Like barely at all, not even close. x3
Pretty early on I realized there was going to be an issue... mainly that the people who get models from me also typically want me to make animations for them, and not just one, but usually as a sort of ongoing basis. Which is entirely reasonable, it's a lot to spend if you're only getting one animation out of it. But I think you can probably see where this is going already, as I make more and more models there are going to be more and more people who want animation work done more often. I also like to keep models up to date as I learn new things and improve my rigging and that would also pile on more and more as I make more models for people. I already don't get to the people who I've already made models for nearly often enough as it is, throwing a ton more people on the pile seems... problematic.
This is a nice problem to have as far as problems go I admit, but make no mistake, it is a problem. I've got a bit of a catch 22 on my hands. I can either make models for people regularly and become overwhelmed with all the additional work it brings in, which obviously sucks, or I can just not make models for people and not have that problem but also... not make models for people. Which sucks. I've been thinking about what to do for a while and uh, I got nothing. It kinda seems like a fundamental problem with the concept.
I mean I could make models for people on a "You get one animation and then you're on your own" basis, but that... also sucks? I don't like that option. But I don't really know what else to do.
This is why I haven't done the model commission work I'd hoped to for people so far. Just don't know what to do. Anyone got any thoughts? I don't really see a way out of this that doesn't suck. The least damaging solution seems to be to just not make models for people on a commission basis and avoid leaving people hanging with their expensive model, but that obviously sucks for everyone still. I got nothing, help? x3
It's a bit of a crossroads between "do you want to keep growing this into an actual business / start forming partnerships?" or "are you happy with where things are at right now, doing this as a hobby?"
Both answers are great; you just gotta decide which one's right for you. You aren't a publicly-traded company; you're one guy doing art for fun. If that's all you want to be, that's beautiful and wonderful.
I'm sure a lot of people would be delighted to hear that you're expanding, but you don't owe that to anyone if it's not what you're interested in doing.
Though now I'm wondering what a VRChat capable model from you could look like, still. Take away the realistic fluff, and you've still got an amazing looking rig, I'd bet <3
which btw i think might be on sale still (not shilling, i just really like it)
Model cost
Animation cost
And also have the model comissioners know that their model could be used to spice up the background of other animations? Such as the models walking past in your most recent one could've just been any old models you had laying about.
Prolly doesn't fix the problem though. But I just don't see a great way out of that that isn't unfair to SOMEONE. Especially you.
Though as someone who has only one 2d piece from you (and loves it and would absolutely get another when money allows) I get wanting to return to getting more from an artist you love. Especially since, with a model already done, animation work would presumably be far cheaper and faster.
It's a toughie!
Plenty of people who like your characters and would more efficient.
Could also make new models that appeal to many people to maximize time and appeal.
Or maybe simple variations of models like an easy color change to existing model.
Ie: maybe some more general male models /body types and popular characters Renamon, Loona ect.
It mas sound bad, but people need to understand that you can burn out yourself, or get into bad state just because it is overwhelming. Let's say model creation takes a month (no idea really, just an example). Short animation is 14 days. And the rest is 14 days for better count. It will give you 6 models with comfortable time, 12 animations and 12 other work of your choice per year. In my opinion, quite a bunch for the quality of your work.
Customers can be demanding, but you are the one to draw a line and keep yourself comfortable and in a good shape for maintaining the quality. And I believe people will understand this, as I know an artist with 2-3 years long queue with people happily waiting, because it is worth. Long waiting? Sure! But it is better to get an amazing model and animation in a year, than not get one at all.
I would start from some time consumption check up, and then divide time to each type of project. It isn't the best to go "as much as possible", because then some less aware people will abuse it. And that's not helpful either.
Additionally, in my opinion your model quality is not that expensive given what you provide with it. And if it bothers someone, they can go get a cheaper, less good one instead. I wish I had money to get a model from you - I don't, which makes me save = I have to wait.
Production of movies take years and people wait. Production of games take years and people wait. Building a house takes months and people wait. Same it is with art - people who know the value will wait. Others? Well, that is not your concern in the end. As bad as it sounds, you will never please everyone, that's how it is.
Anyways, either I was able to help or not... I wish you the best with solving the issue and in life in general. Take care, best of luck and have a superb day! :)
This is the problem, yeah? What if you slightly lowered the price to create a model and animate it, but added a charge to update a model? A commissioner could pay a one-time fee for you to create a model and a separate one-time fee for that model to be put in a single animation. Then, in the future, when they want their model to be put in a new animation, they must not only pay the fee for a new animation, but also a fee to update their character model to whatever your current process looks like.
That way, more people are inclined to purchase models and animations, but if they want animations on an on-going basis, they also need to pay for you to keep the models up-to-date. If they don't, there's no reason for you to keep them up-to-date since you aren't using the models anyway. And if you don't update your process, then people don't pay the update fee.
Win-win?
I also assumed that there would be people who would go months or years between getting animations. I would focus on current commissioners and my own projects before updating models that are seeing little-to-no use.
It's not really nickle-and-dime-ing people if you only add the update fee when a model needs to be updated, and also that's why I proposed lowering the initial costs; if model+animation+update equals what you currently charge for model+animation (or, later, animation+update equals what you currently charge for animation), then you're not really adding costs to your customers except when necessary and in fact lowering costs when you don't need to add that additional work of updating a model.
Course, I have no idea how frequently you update models or how much goes into that.
This fee would help you take less volume of works so you can continue to focus on quality of current works, I think. :D
But I do not think you should lower any model costs in accompanying a potential update fee. I think that might exasperate the problem because there would be more models commissioned to you to update later.
I wish you well in whatever you decide works best for you!
I do cheap 3d animations for people and more often then not I have to create basic characters based off the commissioners character reference for the job. I then use the character for the animation and keep the character after. I give them the character sometimes if they pay a bit extra.
I do struggle to get commissions sometimes so handing the animations out to people like me would take the burden of you Ruaidri. There are enough animators out there that you could turn to who would appreciate learning from your experience as your animations are amazing.
It would be a shame for you to stop offering model commissions. I always look forward to seeing your characters having some good fun.
Though, take this with a grain of salt since this is coming from an arctic doof who has no experience with comms ^~^;
One way to alleviate some of that would probably be to increase prices on animations or model work moving forwards.
It could alleviate some of that strain or at the very least make ya a little more money for all the work!
Peeps could still get a model or an animation too, it'd just cost a bit more!
Another way might be to alternate between model commissions being open and animation commissions being open.
That could slow down things a bit and make it more manageable with the schedule your working.
Perhaps the best thing to do in the long run is just to pace yourself and take it slow?
Thinking about it I don't really see another way to deal with this, particularly if you wish to continue your 2d work, which of course I think you should do as well.
I'd say offer modeling only commissions and be a lot more selective about animating. I'm not familiar with your personal work process or how long it takes you to do your work so I won't push one way or another, but do what is most comfortable for your health x.x.
I guess in the ideal case there would be a market of animators who could step in and take animation commissions using the models that you've created, but I'm not sure that really exists yet. The market for pretty much anything furry and 3d is pretty limited it feels like.
Or maybe I'm just getting distracted dreaming of an EvilBanana animated, Ru modelled collab...
You're only one person and there's a limit on what you can do as a single person. With some teaching that can scale better and you could spend more on models (I would definitely be interested in one 👀).
You can set a time limit on how often someone can get a model and such. Like, once every 8 months, they can get models and stuff from you. You can set the timetable yourself, but still. But you can also try just limit it to one model per person in total. I can understand some folks wanting, say, 5 or so done to have a story made with them, but limiting the amount someone can get in total can help reduce the amount of work.
Just maybe try a model ground between the two wants. More leaning towards 'everyone is somewhat is happy' mindset.
Maybe if you like to keep people's models up-to-date, you could offer it as a paid update? That way people who really want the newest for their model could still get it if they wanted to pay a little extra for the time and work it would take to update, and then people who are happy with the current version could stick with what they got but still pay for an update in the future if they'd like.
Basically, give people who commission a model from you an easy entry-point into learning how to make their own animations with their new model. It would be easier for them to ask for help if the 'tutorial scene' is the same for everybody, etc. Could also serve as a good way for other 3D artists to learn how your models are intended to be used, so commissioners could go to them for animation if you're not open.
If you want to focus on model work - definitely just say that outright and say "animations aren't open now" or that they'll be open at a later date.
Now, as to your problem...What do you like doing more? Do you feel that at some times you're more into model creation, or more into making animations?
Perhaps when you open commissions, you do so based on how you feel, or what you're in the mood for.
For example:
"I'm now opening 5 commissions for new models to be created by me. Each will come with one animation."
-- or --
"I'm now opening 8 commissions for animations on existing models that I've created in the past for my past customers."
-- or (mix it up) --
"I'm not opening 2 new model creations (with one animation), and 5 new animations for existing models I've made in the past."
Play around with time management, and what tickles your fancy at the time.
I guess it sounds like you think there's two extreme cases and nothing in the middle: doing a model and one animation for someone, and NOTHING for them after that... or doing a model and animation for someone, and then having to regularly do MORE animations for that person, compounding with all the other stuff you're wanting to do.
Current.Fuzzbutts.Add(ru.Clone());
problem solved
I think this is one of those situations where you can try to balance the outcomes in a way that it tries to squeeze out as much benefit as possible while minimizing the suckage.
So, you have a supply and demand problem, and you could go full capitalist and make an auction for each slot, which, given the high demand, you'd probably fetch crazy prices! But I know you like sharing (such a cool guy <3) and would probably feel bad by the natural status quo of your models and animations ending up in the hands of only the furs with the most disposable income.
Soooo... you could also have a portion of slots that go to a raffle. Fixed price and thus affordable but luck-based, not everyone is going to get one, but at least they have the chance.
By combining both approaches, you...
1.- reap a lot of well-deserved economic benefit
2.- give the furs with $$$ the option to get a guaranteed slot
3.- also give the others a chance to get a model (+1 animation slot if they can afford it) from you at a price they can afford
Seems like the most equitable way to spread out your limited work capacity, while also reaping economic benefit for yourself?
In other words: the industry has long answered what to do when demand significantly exceeds supply. But the main question is: "Will you do it and develop further or will you stay at approximately the same level of productivity?" =)
For example, you can take survival in the forest.
The first situation: One person in the forest. He needs to get water and food, he needs to collect building materials and firewood, he needs to build a camp.
Situation two: Three people in the forest. the 1st person deals with water and food, the 2nd person deals with building materials and firewood, the 3rd person builds a camp.
To summarize: According to research, 3 people consume 3 times more resources, but their productivity for 1 unit of time (well, for example, 1 hour) starts from a value of 3.5-3.6 (or more, it depends on experience) times more. This is the base. =)
1. How much are you willing to spend on development?
2. What is needed?
3. What can be optimized and improved at the expense of this money?
For example, he can buy some assets to make the image more interesting, or buy music, and so on).
Improving the quality of the product leads to an improvement in attractiveness, and this leads to an increase in interest and gives more subscribers. That is, if you want it, then you need to sit down exactly on the ass and make a business plan where it will be written what you can order on the side, and what you will have to do yourself.
Well, for example, the environment. It needs to be made by someone or bought. Or can you even say:
"Hey Heni, do you want to make an environment?"
And I'll answer:
"I just installed a Blender a week ago, but yes I want to! And I will even do it for free, but you will help!" XD
Or another option. Ask your friends or good acquaintances who could help you.
Or try to make a collaboration with someone of your skill level, divide the profit in half and see what it will give.
Just look at the indie game developers who somehow develop games and they manage to do cool things. This gives additional profit for the creation of new cool things. Or another example: "Hazbin Hotel". One of the leading animators took orders here for the FA. =)
In general, life is a very multifaceted thing. And if you have set yourself a goal, then you just need to take and deal with organizational issues based on the modest resources that are available. It's just that a 1,000-mile journey begins with a modest first step. =)
You can set yourself a goal to make a short cartoon. For example, for 20 minutes. Okay
1. Need a script. Look who writes what here on FA. For example, I know that one of my subscribers can write a short story for modest money.
2. 3d models. What can I buy? For example, you can buy an expensive scene in the forest. Yes, it's a lot of money, but to make the scenario unfold only in this location.
3. Voice acting.
3.1 Buy a sound card and a microphone (with a filter and so on) of an elementary or intermediate professional level and ask friends to voice it.
3.2 Make an animatic without a voice, but purely with sounds or music (hello Pixar). You can order music again from us here on the FA (or buy it on the corresponding website) and it won't be very expensive.
4. Ideally, still make a storyboard. (We have a lot of people drawing on the FA.)
5. Video editing. This is more problematic, since it is highly specialized. But it is quite solvable.
6. ... okay, I think I'll stop. It's yours and you have to deal with it. And then I got carried away and started writing business boards for you and making estimates "Where to get what and how much it will cost." x)))
What will all this give? This will give a product of a completely new quality. And this will give an influx of subscribers. And this will give you more opportunities. And you will walk 1 mile out of 1000. xD
I'm not a fan of referring people to other animators, especially giving peoples models to other artists for them to offer commissions to people. That feels dirty and hikes my anxiety about other people with my models.
I'm also not a fan of outsourcing your animation work to other people, when I commission someone, I expect them to be the one to work on it unless I'm specifically told otherwise.
You could run slot commissions, so every couple of months you release a certain number of slots. Maybe a YCH style, maybe an auction (That could turn expensive fast!), maybe the Patrons get a vote as to how many slots you'll open. Get input on your balance, from your own art with your own characters, to art with other characters from commissioners.
Maybe have an animator that works with the programs you do, so you can send people their way if they want animations more often.
I admire the desire to keep maintenance on the rigs that you are developing but as an individual it can be rough to upkeep them all equally, or at all. I could almost suggest a subscription like service for model/rig maintenance on top of whatever you are charging for creating the geo, rig and the animation, or some extra premium price for rigs to be flagged as maintained for a period of time. That way people who want to have their stuff maintained with your latest skillset can opt into it, while those who just want the initial stuff don't have to worry about it.
Whatever you are charging for these commissions at this point with the work ethic you are showing here is probably way too low and especially for the quality of the work that is being produced, but we are in the 'furry discount' land of things most likely. Unfortunately you are at a point that you probably *should* start price pointing people out in order to naturally drive down the amount of people who can effectively request it, this will suck in a "I want to make things for everyone" standpoint but will leave you with a more likely manageable workload.
Best wishes
But luckily enough my first 3D commission will be a VR Chat Avatar, so I won't have to worry about making a whole animation just yet.
if i read it right x3
because it seems to me that you feel responsible to keep doing commissions with the made models that other commissioned for you.
I mean, i would love to get a model commission from you, since they look really awesome and good.
but i see it more like a single art/ character creation.
And if you opened up for an animition slot later, then i would apply for it.
sooo, a bit like Hiro said quote "be down with just commissioning a model from you by itself, and then just have fun making renders with it in Blender from there in my own time."
So i would say, just open up for model commissions and maybe make somewere clear that ppl can apply for an animation slot when you specifically open for them, and not when you're open for regular commisions with the explenation that animation would cost a lot more time than just regular art etc. and that you like to make it more manageble for yourself.
soo uh, in short, announce that if your not opening for animation commissions specifically, then you would not accept them.
But then I realize how little I know about animation, nor have any other models to do things with, and then I realize I'd much rather have talented people like yourself work on stuff that you enjoy working on. You'll end up making amazing stuff that I definitely enjoy. In fact, you're genuinely my top favourite furry animator.
I do think it'd be a good idea to try and find a knowledgeable someone you can do awesome stuff together with, not enough collaborators in the 3D world.
And of course, you do provide your models to us when we ask, so we can go to others to negotiate animations from them as well! I think perhaps, there isn't a huge supply of animators just yet, but that may change in the future as more people try blender? I've been toying with the idea of exploring blender myself!
Would you be comfortable with others using your characters in their animations? Requesting your own character models?
As far as I can say the realistic answer mostly comes down to a combination of mostly anchored by simply recognizing that time is finite and you may need to prioritize arranging projects more by what gets your needs cleared before adding on acceptance/availability of smaller types of things on a per-period basis that you're just going to have to sort out on the fly.
My main question that I think takes first answering would be: Do you already plan your schedules and project outlook multiple months/quarters, etc in advance, or are you figuring things out month by month? 'cuz approaching things the latter way is usually the root of most problems once you're far enough into the career, so to speak, especially it is your business.
I *do* think that as much as it can kind of stink especially where the desire to build more work with a previous project to go such a way, there probably should be an implicit "you will likely need to learn to solve your own animation matters once the model is initially built; there can't be a guarantee of regular service, but it's not permanently off the table in occasional cases"
You could also offer the model and animation comms during separate distinct windows? Ie: swapping the workflow every quarter.
Same thing with the models. If you have the time to do 3 animations a month, just as an example... then you can offer 3 slots that month. People will just have to compete for them.
I guess you could do a package deal, like offer a guaranteed animation slot within a year of the model commission or something, but that means bookkeeping.
If the demand is super-high, you could also institute an "every other offering" rule, so anyone who got a commission slot one time would be excluded from the next. It's a little less bookkeeping as long as you keep the old journal around for a bit, and at least gives more people a chance to rotate through. But it works best if you're offering commissions in bigger batches. One or two slots at a time, it wouldn't make much difference for, but six, it would have a little more impact.
Or you could partner with other animators, I guess. Point your model commissioners their way for other animations.
Finally, you could just limit animation offerings. Make it clear at the outset that you're not offering additional ones, or only one additional per customer, or one per year, or whatever. Something where you feel you can handle the workload, and subject to change if you find you can't.
I still haven’t even gotten to the point of making my own. I just have no time to make or have the time to learn to. I haven’t even fired up Blender in months.
When I did start to learn to model I did put a “skeleton” in what I did make and experimented with posting. Of course, that was back in late 2016.
Maybe with a caveat of, depending on the amount of people in the drawing, you could pick about 5 or so and have them all simultaneously send you their idea for the animation and pick whichever one tickles your fancy? Assuming it's not a YCH type thing where you've already got the scenario picking at your brain and you just need a person to fit the role?
Maybe there's a glaring problem here I'm not seeing but this seeeeeems to be the fairest, least sucky way to do things? You don't have to really tell anybody no, just give them the knowledge that while they have a chance to show up later you have to give that same chance to other people so beyond the first one, it'll just be luck of the draw.
it's not a real win win, there's still small kinks i'm sure, but it would kinda keep a balance?
I would be absolutely thrilled just to get a model done that is animation ready. I would consider everything beyond that to be optional and a justifiable extra expense due to the sheer amount of work and time it takes to animate alone.
In the end, there are only so many hours in a day and you are only one person.
That said, you should listen to your own feelings on the matter and do what is the most fair for yourself. If that means letting some people down, then that it just how it needs to be, as pushing yourself to breaking will lead to letting everyone down, yourself included.
I am patient as your work is so very, very worth the wait. However, if the animations had so far shall be all I'll ever have from you, that would be just fine, so long as it meant you are in a happy place. You deserve that.
Self-care is vital!
<3
I think of these comms as being similar to an animation team making a movie for a studio. I would personally want to see them mostly making something new that they want to make after completing their projects rather than just recycling their previous assets in new situations forever. And I would definitely rather they make more content with a limited scope rather than not animate for the studio altogether xP
How to find that number? No idea. :/ Slowly ramp it up maybe?