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So difficult to find 3d artists!

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I've struggled with finding 3d artists to work on my project ever since it's inception in 2008 (it's a profit sharing project).  In fact I still don't have a dedicated 3d artist, yet I have 3 programmers, a composer, and a 2d artist all working well with me.  WHY are 3d artists so hard to find and keep?  Do other's have issues with this as well?

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Where have you been looking? I have seen complaints from both sides of not being able to find artists/programmers. 

 

If you're spending all your time on sites with high programmer populations and some artists (such as here) then it can be a hard get the attention of the limited pool of artists. However if you go hang out on more art centred forums, then you'll be one of the few programmers and give yourself rather improved odds.

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It is a matter of confidence.

If you look at art, you can rate the quality quickly and you have more confidence, that the artist is able to provide what is needed for your project. On the other hand, just by looking at code or a program, it is extremly hard to rate the quality of the work.

Is the coder able to finish the project ? Is he able to master technically issues ?

Being a 3d artist of certain quality requires years of work and dedication and a 3d artist will have good chances to get a paid job, whereas contributing to project for profit sharing is not really as attractive (and bears much more risk).

On the other hand, getting a small, but impressiv, demo running is not really hard for a skilled coder, but finishing a whole game project is an other matter.

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It's easy to find artists if you have a game company, a website, you're located near art schools, and you're hiring for money. Have you tried all of those?

 

[Edit] Never mind - I see that you're not doing those things. Yes, that would be hard indeed.

Edited by Tom Sloper

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Take a look at the game in my signature.

This game has been produced without any 3D artist on the project.

How did I do this?

1) use free art and sound resources like opengameart.org and be prepared to adjust them
2) use free animation resources like mixamo.com for skeletal animations and rigging
3) use photometry and programs like meshlab to create models from photography.
4) learn the basics of blender and gimp or photoshop so you can make adjustments to assets
5) pay for assets from places like 3dmodels-textures.com as these sort of places do common AAA grade models and textures very cheap (some of my models come from there and cost about £15 each)

Good luck!

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"It's a profit sharing project."

 

That's the problem. If it was profit-sharing, no artist wanted to work with me. If I paid them, it's a different story altogether.

 

But art doesn't have to be expensive. I spent about $400 on art for my current game, using a combination of asset packs and a good artist to make the custom ones (about $10 per medium sized asset).

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