the four style lanes
price tracks style, not "quality". a hand-painted hero piece and a sculpted realistic one take comparable hours — they just belong in different games. four lanes cover almost every roblox commission:
| lane | what it is |
|---|---|
| stud & blocky | classic roblox. flat colours, sharp edges, fast to build. |
| low & mid poly | the simulator workhorse. clean topology, simple textures. |
| hand-painted | stylized proportions, painted textures. the fantasy rpg look. |
| realistic | sculpted, retopologized, baked pbr. the shooter look. |
pick the lane your game already reads as. a realistic rifle dropped into a stud-style obby looks worse than a stud-style rifle would, and costs four times as much.
starting prices by deliverable
these are bevel's own floors — the cheapest lane on the left, the most expensive on the right. the real number for your job comes back with the brief.
| deliverable | from |
|---|---|
| single prop / tool | $10 stud · $40 realistic |
| prop pack (5) | $40 stud · $150 realistic |
| single detailed weapon | $25 stud · $150 realistic |
| weapon pack (5) | $90 stud · $500 realistic |
what actually moves the price
- rigging. a static prop and a rigged, animated character are different jobs. say up front whether you need it rigged, and for r6 or r15.
- texture work. flat colours are cheap. a full pbr set — albedo, normal, roughness, metallic, baked from a high-poly sculpt — is most of the labour on a realistic piece.
- poly budget. "make it look good" is expensive. "under 4k triangles, one 1024 atlas, must run on mobile" is a spec someone can hit first time.
- count and reuse. a pack of five modular pieces costs far less per asset than five unrelated hero pieces, because the material and topology work is shared.
- speed. rush work costs more everywhere. at bevel it is a flat +25%.
the costs that are not the model
two things quietly change what you pay, and neither is on the price tag.
a sane way to budget
- pick the lane from your game's existing look, not from a mood board of the best art you've ever seen.
- list the assets you actually need to ship the next update. not the whole game.
- group anything that can share a texture atlas or a base mesh into a pack.
- add 25% headroom for the one piece that turns out to be harder than it looked.
- get the quote before you commit — a real quote names a price, a scope and a delivery date together.