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๐Ÿงต Freelance tips n tricks

Anonymous No. 848178

How do you guys protect yourselves from getting ripped by the jew?
also freelance tips and tricks i guess... i am interested in knowing your client workflow (not artwork) and how you guise protect yourselves.

also here are a couple of questions to consider.
>do you use contracts?
>do you use any invoice service or just make your own if any?
>what payment processor do you use? why?
>do you keep log of every hour spent?
>do you use a time management app or service?

you get the idea, any advice for newbie freelancers is greatly appreciated.

Anonymous No. 848188

You need some kind of contract. It doesn't have to be written by a lawyer, but never start a project for someone without agreeing exactly what will be delivered. Clients have no idea what they want and unless you set boundaries will keep asking for more and expecting it to be priced in. You send them a sample of the finished work, they pay up and then you send the actual product. Walk away from anyone who disagrees with this process.

Anonymous No. 848191

I get emailed- I don't do freelance work unless I know the entity by name- I ask a fat amount of cash and they either agree or tell me to fuck off- Preferably the second one. I hate freelance shit. If they say yes- I get to work right away, send progress and updates/ information on my workflow either via email or chat

after a bit of back and forth I say hey- this shit is distracting me- you mind if I just do my thing? You trust me? and they say yeah you got this. and then i go goblin mode shut my head off and work. give them what they want. send an invoice; call it a day

Anonymous No. 848195

>>848191
>call it a day
>a day
I should have said several weeks/months
Feels so good to be free after doing good work...that is rewarding- I don't know if I am hirable by a studio or whatever, I don't think that is really what I want. I don't think freelancing in 3d is very healthy either. They expect so much- They don't realize the raw time that goes into everything. Especially character animation/ the character pipeline of model texture rigging BEFORE the animation takes place. With personal work, this is easy to sit and apply myself through- the excitement of reaching my goal , seeing my idea come alive, is worth any grunt work necessary to get there. But for freelance? takes away a lot of the magic. I've coped in several ways before running into this issue- Sometimes I'll pretend its all my idea and its not a job at all. That tricks me a little into getting through the work

still bros. ~2 seconds of character animation takes a full day's work. 8 hours. Oh the client wants every species of animal dancing on screen for these 3 seconds - And here we need you to composite the actor in the 3d world and with the entire fucking ZOO that we expect you to model, texture, rig, and animate. Oh by the way we want to push this out on the 8th rather than the 13th, that's cool? (it was crunch before, now it is godless territory)

Anonymous No. 848261

>>848195
>But for freelance? takes away a lot of the magic.
im struggling with this atm, ive been working on a game project as a freelance modeler/rigger/animator for 2 years now and am struggling to push myself to do work for this particular client, i am increasingly more and more thinking about how abandoned my portfolio is, luckily the last part of the project is about to be done so im just spent.

Anonymous No. 848310

>>848178
why would the jew rip you
theyre rich as fuck
dont sound so fucking retarded you ll be disowned by the *insert heavy dose of racism of combined majority culture* you little sack of unslaved cretin

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Anonymous No. 848519

>>848310
>why would the jew rip you
>theyre rich as fuck