Issues with an artist I hired for a freelance project

Discussion started by VolcanicForgeMiniatures

So here's the story. I hired an artist through this site for a freelance job. I needed him to do a fairly simple rig for a static character model I built, nothing too fancy. It doesn't have face bones, or anything that would be complex to rig, but I did specifically ask the freelancer to use standard bones for the rig, as I need the model to be exportable as a standard rigged FBX file.

The artist has come to me with a number of issues, which make no sense to me. First, he said he couldn't download the model from the attachment I posted in the project messages. I uploaded it to Google Drive so he could access it. Now he's saying he can't rig it in 3ds max for some reason, and wants to rig it in Maya. This is setting off red flags for me, as I know from experience that Maya doesn't have great compatibility with 3ds Max. Also, I know for a fact that the model can be fairly easily rigged in 3ds Max, with no issues at all. I'm also beginning to be concerned that he won't use standard bones to rig the model, as I specifically asked him to do. I'm pretty sure Maya doesn't use standard bones for rigging anyways. This model can NOT have morphs, IK bones, or anything of that nature. It NEEDS to use only standard, classic bones for the rig.

Should I be concerned that this artist won't produce what I paid him to do? If he doesn't, will I need to go through a massive hassle to get my money back? Any advice would be good.

Answers

Posted over 3 years ago
0

I have no idea on general situation here, but as far as i understand standard joints in maya are the same as bones in max. Unless you use scripts and all sorts of things.. so if one would rig a char. In maya and export it as fbx there shold be no problems. Though it is indeed weird one cannot do it in max. Might be he just doesnt know max?

Posted over 3 years ago
0

Btw, its not exactly clear what you mean by standard rig. For instance some game engines require specific structure and naming of rig, and these standards may wary from engine to engine.

Posted over 3 years ago
0

If the end product isn't what you asked for, you can just contact support for a refund.

Posted over 3 years ago
0

The rig doesn't need any specific game engine features, it just needs to use bones and have the specific bones I requested. I don't know if he doesn't use Max, he didn't specify. He showed me samples of his rigging work, and it looked decent enough to pay him for the project.

Its now been several days since I gave him permission to use Maya, and he hasn't responded. It would have been nice if the project system allowed you to pay an artist AFTER they completed the work, instead of before. Paying someone before they do something is a foolish and stupid way to run a business. Now my money is locked up in the CGtrader system, with no way for me to reclaim it and give the project to someone else.

I'm basically stuck waiting for a response from this guy, hoping he actually finishes the project.

lockiabel wrote
lockiabel
The artist doesn't get paid until after the project is marked as complete. Cgtrader holds on to the money until the project is complete, or if it refunded to the client. There is a way to reclaim your money. There is a help button on the right of your screen if you are on a computer. Ask support for a refund if you want one, and mention what you have said here. It may take a day or two for a reply.
Posted over 3 years ago
-1

I'd like to repeat what Manta-Talmantas said. There is no real difference, at the basic level between rigging in Max and Maya. In fact, Maya rigged characters easily transfer to Max, and visa-versa. I'm not sure that your experiences with "great" incompatibilities between Max and Maya hold up in this context. In general, Autodesk has made great strides in erasing differences between Max and Maya over the last several versions. Maya does have a more sophisticated rigging and skinning apparatus. It is easier to develop a rig (more quickly) and the skinning tools can create a more sophisticated and elaborated rig than MAX. But this stuff is for advanced character design - probably beyond what you requested, so the difference is moot. I have both Max and Maya, and generally prefer Maya because it is easier and quicker. A preference for Maya should not set off red flags for you, especially since you want an FBX file as the final product.

However, other things that you are reporting do seem questionable. But, your moeny will not go to the modeller if you are unsatisfied and the money will be returned to you.

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