3D/2D Artist Model,Animation Prices?

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Mystique Entity™

*The Mystique Entity™ System is the brand name for the Universal Modular Entity Construction Hierarchical System (UMECHS*) Authoring process. UMECHS is a system of processes that includes:

  • Specifications
  • Templates: Rig & Base Mesh
  • Version Control
  • Centralized Repository
  • Application Modules: Entity Customization Interface
  • Licensing
  • Body of Administration
    (HierArch Consortium).

UMECHS* was conceived specifically for authoring Modular Entities with Interchangeable Parts sold to the masses via online marketplaces. Motivations are to mutually benefit Artists and Game Devs:
Provide Game & Producers:

  • Mass Customization in which Interchangeable Parts can be mixed and matched to create an endless combination of unique Entities.
  • Modular Entities/Interchangeable parts suitable for in-game prefabrication, player customization, destruction/dismemberment FX.
  • [FONT=times new roman]Scalable Bundling Options with greater granularity. Design the Bundle that fits their Budget.

Provide Modeler & Animators:

  • Managed System for authoring and cataloging templates: Core Rigs & Base Meshes.
  • [FONT=times new roman]Distributed Authoring in which the workload is divided [FONT=times new roman][FONT=times new roman][COLOR=#000000]between several Artists to minimize production time.[/COLOR]
  • [FONT=times new roman][FONT=times new roman][COLOR=#000000]Authoring Scalability is which Artists can produce one, some, or all the parts. Artist can even specialize in authoring specific types of Parts.[/COLOR]
  • [FONT=times new roman]Parts Version Control. Swap out existing or work-in-progress Parts with improved u[FONT=times new roman][COLOR=#000000]pdated versions over a period of time.[/COLOR]
  • [FONT=times new roman][FONT=times new roman][COLOR=#000000]Maximize Profit potential by diversifying Assets in Scalable Bundles.[/COLOR]

The UMECHS* Authoring Process is similar to DAZ3D Genesis. It provides a core rig and base body/parts in which a huge range of other 3D Entities can be derived using morph targets, sockets, and material layers. UMECHS applies this methodology to common entity types found in 3D Games:

  • Character & Creature Head/Body
  • Vehicles/Crafts
  • Machines
  • Weapons
  • Architecture
  • Structures
  • Furniture
  • Plants
  • Hybrids

UMECHS is a open system in which Artist create new core rigs and base body parts or extend existing ones to evolving hierarchy of styles (ie: Master Rig and Re-targeting Compatibility). There are minimal layers of management for Quality Assurance (inspect and ensure Parts meet the UMECHS* specification and Game/Application compatibility) and Database Entity Base Mesh/Parts in the HierArch Compendium.[/COLOR][/SIZE][/COLOR][/SIZE]