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3D Rendering pricing

3D rendering is priced per image or per asset, with real-time work quoted per project. Everything below is either a published rate of ours or a US market range — not one of them is a number invented to fill a gap.

What we charge

Per model

$49.00 per model

Clean topology, correct scale, built for where it is going.

  • Polygon budget agreed first
  • UVs and PBR textures
  • glTF, FBX, OBJ or USDZ
  • Real-world units
Get this quoted

Per render

$39.00 per render

Photoreal stills in a managed color pipeline, delivered with passes.

  • Lighting and shading
  • Render passes for adjustment
  • Up to 4K output
  • Two revision rounds
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Dedicated artist

$11.00 per hour

A modeler or visualizer embedded in your pipeline.

  • Your software and asset structure
  • Weekly review builds
  • Source files delivered
  • Monthly invoicing
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What this costs across the US market

These are typical American market ranges, not our quote for your job — we have not seen your files. They are here so you can tell a reasonable number from an unreasonable one, including when the unreasonable one is ours.

Typical US market ranges for 3D Rendering
Type of work Typical range What that buys
Product still One model, one lighting setup, a handful of angles, delivered composited.
Interior or architectural visual Full scene build, lighting, materials, entourage and post.
Real-time asset or configurator Optimized models, material variants, and the web integration to drive them.

What actually moves the price

Asset complexity
A cylinder is not a car. Part count, curvature and material variety drive modeling hours directly.
Where it is going
Real time on the web means aggressive budgets and optimization passes. Offline render means quality is the constraint and time is the cost.
Number of variants
Fifteen colorways from one model is cheap. Fifteen genuinely different products is fifteen models.
Animation
A still is one frame. A ten-second animation at 30fps is three hundred, and render time scales with it.
Reference quality
Good CAD data or measured drawings speed everything up. Three blurry photographs and a guess do the opposite.
Render resolution and passes
Billboard resolution with full passes is a different render job from a web hero image.

How long it takes

Typical phase durations
PhaseUsual duration
Reference and blockout 2–4 days
Modeling and texturing 1–3 weeks depending on complexity
Look development 2–4 days, including the approval gate
Rendering Hours to days, estimated before it starts
Composite and delivery 2–5 days

Priced separately inside 3D Rendering

Before you ask

The questions that come up on most 3d rendering inquiries.

Can you work from our CAD files?
Yes, and it is the fastest and most accurate route. Good CAD or dimensioned drawings remove the guesswork about scale, which is the thing that quietly ruins renders. Without them we can work from clear reference photographs from several angles, but expect an extra approval round on proportions.
Why is real-time 3D priced differently from a still?
Because it is a different object. A model for a render farm can carry all the geometry it likes; one for a browser has a polygon budget, a texture budget and a download budget, and hitting them is optimization work in its own right. We agree those budgets before anyone starts modeling, because retrofitting them means starting again.
What is look development and why is there an approval gate?
It is one frame rendered at final quality, with the materials and lighting finished, approved before anything goes to the farm. Render time is a real cost. Approving the look on one frame rather than discovering a problem across three hundred is what keeps the budget where the quote put it.
Can renders sit next to our photography?
Yes, and it takes deliberate matching rather than grading to taste — camera, lens, lighting, grain and color pipeline aligned to the photographic plates. Done properly nobody can tell which is which in a category grid. Done casually the CG reads as plastic, which is the usual failure.
Do we get the source files?
Yes. Models, textures and scene files are delivered alongside the renders, so a variant later is a change rather than a rebuild. We also record the render settings and version, so an image produced months later matches the ones already published.
Is the free trial really free?
Yes. What the trial covers differs by discipline — two images, a 30-second cut of your own footage, one mastered episode, a technical review of a page you already own — and each service page says which one applies. No card, no invoice, no subscription that starts quietly afterward. It is done by the same people who would do the paid job, to the same standard, because a trial that flatters the work is useless to both of us.
How fast can you turn work around?
Most image work comes back in 6 to 24 hours. Video and 3D depend on the shot and the length, and we tell you the turnaround in the quote rather than after you have committed. If you have a deadline that cannot move, say so in the brief. We will tell you honestly whether we can hit it.
How do you price the work?
By what the job actually involves, not an average. A clipping path around a box and one around a bicycle are different amounts of work, and so are a two-minute explainer and a two-minute product film. The unit differs by discipline: per image, per finished minute, per episode, per product, per project, or monthly for retained work. Every service has a pricing page with our published rates and the US market ranges beside them, so you can sanity-check any quote including ours.

Want the real number rather than a range?

Send the brief and a couple of sample files. You will get a fixed price rather than an estimate, usually within one business day, and nothing starts until you say yes.