2025-10-13
How to Price and Package Your 3D Design Services: A Contract Guide for Freelancers
Miky Bayankin
*Meta Description:* 3D designer contract guide with pricing strategies and service packages. Essential for freelance 3D artists and modeling studios.
How to Price and Package Your 3D Design Services: A Contract Guide for Freelancers
Meta Description: 3D designer contract guide with pricing strategies and service packages. Essential for freelance 3D artists and modeling studios.
Pricing 3D services is rarely “just pick an hourly rate.” Clients want predictability, you need profitability, and both sides need clarity on what’s included (and what isn’t). That’s where packaging and contracts work together: your packages set expectations, and your contract protects your time, your IP, and your cash flow.
This guide is written from the service provider perspective—freelance 3D artists and small studios offering modeling and rendering—so you can confidently quote projects, prevent scope creep, and document everything in a strong 3D modeling service agreement.
Why packaging + contracts are inseparable in 3D work
3D projects are uniquely vulnerable to pricing chaos because:
- Inputs are ambiguous (concept quality, CAD cleanliness, references, brand guidelines).
- Outputs are subjective (“make it feel more premium”).
- Revisions can be infinite if not bounded.
- Usage rights matter (internal use vs. advertising vs. resale).
- Files have value (source scenes, rigs, high-poly meshes, texture sets).
Packaging gives you a menu clients can understand. Contract terms give those packages enforceable boundaries.
Step 1: Define what you actually sell (deliverables, not “time”)
A client isn’t buying “20 hours of Blender.” They’re buying outcomes:
Common 3D deliverables
- 3D models: low-poly, mid-poly, high-poly; game-ready; product viz-ready
- UVs + textures: PBR sets, UDIM workflows, baked maps
- Renders: stills (4K/8K), turntables, exploded views, lifestyle comps
- Animation: camera moves, product assembly, character cycles
- Source files: .blend/.max/.c4d, texture sources, project folders
- Exports: FBX/OBJ/GLB/USDZ, CAD conversions (when feasible)
Contract tip: Your agreement should list deliverables with specificity: format, resolution, naming conventions, number of angles, and what is not included (e.g., “no CAD cleanup,” “no compositing,” “no sound design,” etc.).
Step 2: Choose a pricing model that matches the risk
There’s no single best method. The best approach depends on the uncertainty of the project and how mature your pipeline is.
1) Fixed project pricing (best for standardized packages)
Pros: Client loves predictability; you profit from efficiency.
Cons: Under-scoping hurts; needs tight revision terms.
Use fixed pricing when you have:
- Clear references and requirements
- A repeatable workflow (e.g., product stills)
- Stable client decision-making
2) Day rate / hourly (best for R&D, unclear scope)
Pros: Protects you from endless ideation; simple change requests.
Cons: Client may feel anxious about the meter running.
Use time-based pricing for:
- Style exploration
- Lookdev without a defined target
- “Can you jump into our scene and fix it?” rescue jobs
3) Hybrid pricing (often ideal)
A common structure:
- Fixed package for core deliverables
- Hourly/day rate for out-of-scope requests, additional revisions, and add-ons
Contract tip: Your 3D rendering contract terms should clearly separate “Included Services” vs. “Additional Services billed at $X/hr.”
Step 3: Build packages clients can buy (and that you can deliver)
Packaging reduces negotiation friction. It also makes your proposals faster and your pipeline smoother.
Below is a practical package framework you can adapt.
Package A: “Model-Only” (production-ready asset)
Best for: Agencies, game/dev teams, clients with in-house rendering.
Typical inclusions:
- 1 hero model built to agreed spec (poly budget, subdivision level)
- UV unwrap (single tile or UDIM as specified)
- Basic material setup (non-final lookdev)
- 1 export format (e.g., FBX + textures)
Common exclusions to state:
- No photoreal lighting or rendering
- No animation
- No additional variant models unless scoped
Contract must define:
- Software/version, file formats
- “Acceptance criteria” (e.g., manifold geometry, naming conventions)
- Whether source files are delivered or licensed
Package B: “Model + Lookdev” (ready for rendering)
Best for: Product visualization, e-commerce, marketing teams.
Typical inclusions:
- Modeling + UVs
- PBR texture set (2K/4K, number of materials specified)
- Shaders created in a defined renderer (Cycles/Redshift/V-Ray/Arnold)
- 1–2 lookdev review rounds
Watch-outs:
- “Match this real-world material perfectly” requires references and calibration.
- Brand color approvals can trigger significant iteration.
Contract must define:
- Color management expectations (sRGB/ACES), reference standards
- Responsibility for providing product dimensions, color codes, and label artwork
- What counts as a revision vs. a new direction
Package C: “Render Pack” (stills)
Best for: Marketing launches, Amazon listings, pitch decks.
Typical inclusions:
- X number of final stills
- Resolution (e.g., 4000px wide), background type (transparent/solid/studio)
- Lighting setup + camera composition
- Limited revision rounds
Optional add-ons:
- Additional angles
- Lifestyle compositing
- Alternate colorways/variants
- 8K up-res or print-ready workflow
Contract must define:
- Number of images and angles
- Whether client supplies branding, backplates, or you do
- Render time assumptions and deadlines for feedback
Package D: “Animation / Turntable”
Best for: Product pages, Kickstarter, social ads.
Typical inclusions:
- 5–15 second animation or 360° turntable
- One approved storyboard/animatic phase
- Output format (H.264, ProRes) and dimensions (1080p/4K)
- Music/SFX excluded unless added
Contract must define:
- Approval gates (animatic → lighting → final)
- How changes after approval impact fees/timeline
- Deliverable specs (frame rate, codec)
Step 4: Price drivers every 3D artist should include in quotes
To price confidently, tie your fee to the factors that truly impact production:
Complexity (not just “hours”)
- Organic vs. hard surface
- Micro-detail level, decals, label accuracy
- Topology requirements (game-ready, deformation-ready, CAD-like)
Quantity and variants
- 1 model vs. 12 SKUs
- Color/material variants (each one adds QA and renders)
Reference quality
- Clean CAD and measurements reduce risk
- Poor references increase iteration (price accordingly)
Revision depth
- Minor tweaks (camera, brightness) vs. redesign (shape, proportions)
Usage rights and value
A render used internally is different from a national campaign.
Step 5: Put revision limits into your packages (scope creep antidote)
Revisions are where profit goes to die—unless your contract defines them.
Best practice: distinguish revision types
- Included revisions: small adjustments that don’t change the approved concept (e.g., “move the logo 5%,” “soften reflections”)
- Change requests: new direction or new asset requirements (e.g., “make it a different product shape,” “new environment,” “add accessories”)
Common revision clause approach
- Include 1–3 revision rounds per stage (model, lookdev, render)
- Require consolidated feedback in writing
- Set a time window for feedback (e.g., 3–5 business days) to prevent timeline drift
- Charge additional revisions at a stated rate
These are essential 3D rendering contract terms because “unlimited revisions” is essentially “unlimited labor.”
Step 6: Deposits, milestones, and kill fees (cash-flow protection)
A professional 3D modeling service agreement should define when you get paid and what happens if the project stops.
Payment structures that work
- 50% deposit / 50% final for small projects
- 30/40/30 (start / midpoint approval / final delivery) for medium projects
- Weekly or biweekly invoicing for ongoing production
Kill fee / cancellation terms
If a client cancels midstream, you should be paid for:
- Work completed to date
- Non-refundable deposit
- A reasonable wind-down/administration fee if appropriate
Also consider adding:
- Late fees (where enforceable)
- Pause fees for projects stalled by client feedback delays
Step 7: Ownership, licensing, and source files (don’t give away the crown jewels)
One of the biggest mistakes in 3D work is assuming “client paid → client owns everything.” Many clients expect that, but you can structure it strategically.
Common IP approaches
- Work Made for Hire / full assignment (client owns everything)
- Price higher, especially if you hand over editable scenes.
- License-based (you retain ownership, client gets defined usage rights)
- Great for portfolio protection and reuse of non-exclusive components.
Source files are a separate deliverable
Editable files (scene setup, nodes, rig controls, layered textures) often represent process IP and can be reused.
Options:
- Deliver only final outputs (renders + exports)
- Offer source files as a paid add-on
- License source files with restrictions (no resale, no transfer, internal use only)
Contract tip: Your 3D artist contract sample should include an IP section that clearly states:
- What the client receives by default
- Whether source files are included
- When rights transfer (often upon full payment)
Step 8: Approval checkpoints reduce rework and disputes
Structure the workflow in your agreement so approvals happen in stages.
Typical approval stages
- Model blockout approval (proportions, silhouette)
- Final model approval (details, topology spec)
- Lookdev approval (materials, colors)
- Lighting/composition approval (draft renders)
- Final delivery
Why this matters: If the client approves Stage 2, then requests major model changes at Stage 4, that’s a change order—not a “revision.”
Step 9: Add the clauses 3D freelancers forget (but need)
Here are high-impact contract terms that prevent common 3D disputes:
- Client responsibilities: references, brand assets, dimensions, timely feedback
- No guarantee of exact match: especially for “match this photo” material requests without controlled references
- Third-party assets: stock models/HDRIs/plugins usage and licensing
- Confidentiality/NDA alignment: if you can show work in portfolio, and when
- Credit and attribution: optional but useful
- Liability limitation: cap damages to fees paid (common in creative services)
- Delivery method & archiving: how long you store project files (e.g., 30–90 days)
If you’re searching for a 3D designer contract template, look for one that includes these sections, not just basic “scope and payment.”
Step 10: How to present pricing to clients (and close faster)
Packaging works best when you present it as options:
Example “Good / Better / Best” structure
- Good: Model-only + one export
- Better: Model + lookdev + 3 still renders
- Best: Model + lookdev + 6 still renders + 10s turntable
Include:
- Clear deliverables
- Timeline assumptions
- Revision rounds
- Price and payment schedule
- Add-ons menu (additional angles, variants, rush fee, source files)
This turns negotiation into selection, and your contract becomes an extension of the package.
Contract checklist: what your 3D services agreement should include
Use this as a quick internal checklist when drafting or reviewing a 3D modeling service agreement:
- Scope of work: deliverables, specs, formats, resolutions
- Timeline: milestones, client feedback deadlines, delay handling
- Revisions: included rounds, definitions, extra rates
- Fees & payments: deposit, milestones, invoicing, late fees
- Change orders: written approval + pricing method
- IP & usage rights: ownership, licensing, portfolio use, credit
- Source files: included or add-on, transfer terms
- Confidentiality: NDA terms or mutual confidentiality clause
- Third-party assets: responsibility and licensing compliance
- Termination: kill fee, payment for work completed
- Limitation of liability: reasonable caps and disclaimers
- Signatures & governing law: enforceability basics
If you’re using a 3D artist contract sample you found online, compare it against this checklist—many templates skip key production realities like revision limits and approval gates.
Common pricing pitfalls (and how to avoid them)
Pitfall 1: Quoting without a discovery phase
Fix: Offer a paid discovery or a “quote valid if references are accurate” clause.
Pitfall 2: Including source files by default
Fix: Treat source files as a premium deliverable with added cost and clear licensing.
Pitfall 3: “Unlimited revisions”
Fix: Limit rounds, define revision types, and require consolidated feedback.
Pitfall 4: No change order process
Fix: Add a short clause: changes must be requested in writing and may change fees/timeline.
Bringing it all together: packaging is your sales tool, the contract is your shield
When your packages define what the client gets and your agreement defines how the project runs, you’ll spend less time renegotiating and more time producing great work. Whether you start from a 3D designer contract template or build from scratch, the goal is the same: predictable scope, protected IP, and stable cash flow.
To generate a polished 3D services agreement faster—complete with revision limits, approval stages, licensing language, and payment milestones—consider using an AI-powered contract generator like Contractable at https://www.contractable.ai.
Other questions you might ask next
- What should a change order look like for 3D modeling and rendering projects?
- How do I price 3D work when the client doesn’t have clear references or dimensions?
- Should I license renders differently for ads vs. web vs. packaging?
- What’s the best way to define “revision” versus “new scope” in a 3D rendering contract?
- How do I handle client-provided CAD files that require heavy cleanup?
- Should I include a portfolio rights clause, and how do I word it when NDAs are involved?
- What payment terms work best for long-running 3D production (monthly retainers vs. milestones)?
- When is it worth offering a retainer package for recurring render needs?
- How do I structure pricing for multiple SKUs, colorways, and seasonal variants?
- What contract terms help prevent “feedback drift” and missed deadlines?