How to find a 3D artist for your game
3D art is a lot of different jobs under one name: modeling, texturing, rigging, animation. Knowing which ones you need, and writing a clear spec, is most of the battle. Here's how I'd hire a 3D artist for an indie game.
- Pick your style: low poly, stylized or realistic. It changes who you hire and what it costs.
- Split the job: modeling, texturing, rigging and animation can be different people.
- Write a spec with poly budget, texture size and style, engine and file format.
- Judge portfolios on game-ready work: wireframes, clean topology, models shown in an engine.
- Start with one paid test model, and agree on rights, source files and AI use in writing.
1. Pick your style
- Low poly / flat shaded. Simple shapes and colors. Quick to make and great for small teams.
- Stylized. Hand-painted or toon-shaded textures with bold shapes.
- Realistic. PBR textures, high detail, often sculpted first. The most work, so the most cost.
Find three to five reference images from games with the look you want. Artists usually specialize, so a great realistic artist might not be your best low poly pick.
2. Know which 3D jobs you need
- Modeling: building the mesh.
- Texturing: color and surface detail, often in Substance Painter or hand-painted.
- Rigging: the skeleton that lets a character move.
- Animation: walk, run, attack and so on.
Some artists do all four, many don't. Say which ones you need in your first message.
3. Write a spec
- Engine: Unity, Unreal, Godot or other
- Poly budget per asset (a rough triangle count)
- Textures: size (like 1024 or 2048), style, and which maps you need
- File format: FBX or glTF for the model, plus the source file (like a .blend)
- Rig and animation list if you need them, with your engine's skeleton if you use one
- The asset list, deadline and budget
4. Where to find 3D artists
- ArtStation and Sketchfab, where you can spin models around and often see wireframes.
- Communities like Polycount, Blender Discord servers and r/blender. Check each one's rules on hiring posts.
- Asset stores. If you like an asset pack, the creator may take custom work in the same style.
- ComposerScout, where artists tag styles like 3D modeling, Low poly / stylized 3D and Realistic 3D, plus what they make (characters, environments, props). You can see their work next to a screenshot of your game, and every artist confirms their work is human-made.
5. Judge a 3D portfolio like a dev
- Wireframes and topology. Clean, game-ready meshes matter more than a pretty render.
- Real-time work. Models shown in Unity, Unreal or Godot, or in shipped games, beat offline renders.
- The asset types you need. Characters, environments and props are different skills.
- Consistency across many models, so your game looks like one world.
6. Start with a test and put it in writing
Pay for one test model first, like a single prop or a character without animation. Then write down what's delivered, the price and payment schedule, revision rounds, whether you own the models or get a license, whether you get source files, if they can show the work in their portfolio, and that the work is made by hand.
What does a 3D artist cost?
It varies a lot. A simple prop and a rigged, animated hero character are completely different jobs. I couldn't find a trustworthy independent survey for 3D rates, so the honest advice is: send the same spec to three artists whose work fits and compare quotes. My guide on how much game art costs covers what moves the price.
Frequently asked questions
Where can I find a 3D artist for my game?
ArtStation and Sketchfab for portfolios, communities like Polycount and Blender Discord servers, asset store creators whose packs you like, and ComposerScout, where artists tag styles like low poly, stylized and realistic 3D and confirm their work is human-made.
How much does a 3D artist cost for a game?
It depends on the asset, style, poly budget, textures and whether rigging and animation are included. Send the same written spec to a few artists whose work fits your game and compare quotes.
What should I send a 3D artist?
Your engine, style references, poly budget, texture size and style, file format (FBX or glTF plus source files), any rig and animation list, the asset list, deadline and budget.
Do 3D artists also rig and animate?
Some do, many don't. Modeling, texturing, rigging and animation are separate skills, so say which ones you need up front.
Is ComposerScout free?
Yes. ComposerScout is free for developers and creators, and I don't take a cut of anything you pay people. Pay and rights are agreed directly between you and the person you hire.
See 3D work next to your game before you hire
Browse human-made art portfolios by style, put a piece next to a screenshot of your game, and message the artist. Or post your role (it takes about a minute) and 3D artists who fit get it in their inbox.
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