I am planning on developing a "Great Business Practices" panel to help new artists avoid beginner mistakes and problems.
The panel will cover basic information for TOSs, copyright, general organization, etc.
I would love some general advice/feedback that you all feel is essential for new artists to understand. If you could tell a brand new artist anything to set them up for success what would it be?
I would also really appreciate a few stories that you may have that you feel really teaches a lesson about introductory level business skills in freelancing.
If I end up using the material in the panel, I will not be using specific names, so your advice or stories will be anonymous unless you specifically would like your name to be used (at which point I'll take the discussion to PMs to work out the most suitable use of your story/advise/what have you)
Finally, if there's content that you may not currently know, or something which you deeply wish such a panel would cover, I am enthusiastically accepting suggestions or requests for the panel content.
The panel will mostly focus on artwork but fursuit building and other common businesses in the fandom may also be covered.
The panel will cover basic information for TOSs, copyright, general organization, etc.
I would love some general advice/feedback that you all feel is essential for new artists to understand. If you could tell a brand new artist anything to set them up for success what would it be?
I would also really appreciate a few stories that you may have that you feel really teaches a lesson about introductory level business skills in freelancing.
If I end up using the material in the panel, I will not be using specific names, so your advice or stories will be anonymous unless you specifically would like your name to be used (at which point I'll take the discussion to PMs to work out the most suitable use of your story/advise/what have you)
Finally, if there's content that you may not currently know, or something which you deeply wish such a panel would cover, I am enthusiastically accepting suggestions or requests for the panel content.
The panel will mostly focus on artwork but fursuit building and other common businesses in the fandom may also be covered.
no subject
Date: 2015-03-28 10:02 pm (UTC)So many artists just go 'I love drawing, so surely I'd love to get paid to do it!'. It's different. And then they end up on here for not fulfilling their obligations because they don't want to do -work-, but instead want to doodle their own characters, and didn't realize it's not the same. I feel like a lot of hassle could be saved for everyone if people explored this instead of jumping straight into taking lots of commissions.
no subject
Date: 2015-03-28 10:40 pm (UTC)Advertising and places to do so might be good. Some people just don't know where to start and have trouble finding bites because they aren't looking in the right spots. Maybe provide a small list of potential advertising points/places to help give them that boost?
Under general organization I hope you will mention Queue/Time Management. I've seen many beginner artists fall into the pit of taking on too much work and not being able to complete it in a timely manner. This is something I've always been super careful about and I only take on what is comfortable for me, and have kept my track record clean because of it. It's very important!
no subject
Date: 2015-03-28 11:12 pm (UTC)For what you should charge, do several pieces of the kind you're planning to offer for commission. Time how long they take you to complete, figure out how much that would be at minimum wage, and add enough to cover your materials. This is the MINIMUM you should be charging.
no subject
Date: 2015-03-28 10:46 pm (UTC)Tips on how to sell yourself can be helpful to i.e what makes a good portfolio, always have some examples of your work on you at all time (because you never know when you'll run into someone you can network), never make negative comments on your work/run yourself down when someone is viewing your work etc.
And avoid unpaid work (unless there is a deep personal interest in the project) and don't be so desperate for work that your too afraid to turn down a crap job.
no subject
Date: 2015-04-01 12:06 pm (UTC)Oh, THIS. I would go so far as saying NEVER make negative comments about your work, ever, to anyone. It's really off-putting and will guarantee your work doesn't sell well. Plus, it's a vicious cycle: Artists make negative comments about their work because of low confidence, then their own negative comments just reinforce the low confidence, causing them to make more negative comments. And they can get stuck in that rut where they think nothing they do is good enough for the money they were paid...then feel guilty for not doing it quickly, which causes more procrastination... Yeah, endless vicious cycles with that.
I think the best thing an artist can do is to just stop doing that altogether; eventually their confidence will rise slowly and they'll have an easier time finishing things, which will create a new cycle, a positive one of finish thing--feel good about finishing thing--have easier time doing next thing--feel good about finishing that thing--etc.
no subject
Date: 2015-03-29 12:40 am (UTC)-Charge more. You might get fewer customers but you'll be making the same or more money for less work. Gives you more time to focus on the product you're putting out which is better for you and your customer.
-Record everything. If you're running a business you need to know where all your money is coming from and where it's going. You need to know what's selling and what you're making at a loss, which cons are bringing in the most and which cons you might as well sleep through.
Hobbyist Artist Advice
Date: 2015-03-29 02:34 am (UTC)https://forums.furaffinity.net/threads/52853-Whether-or-Not-you-Are-Commisisonable-Thread
https://forums.furaffinity.net/threads/134014-A-Commissioner-s-Perspective-on-How-To-Get-Commissioned
no subject
Date: 2015-03-29 03:57 am (UTC)Start just shipping within your home country until you've got hang of how to do it safely and effectively.
International shipping: label it accurately as to contents and value. do not fudge the amount. and mark it as a purchase, not a gift. if customs decides to hold it or something goes wrong, it needs to be right. you CAN get fined significantly or it can get seized by customs if its badly mislabeled. You don't have to be super detailed with the description of item, but do label it correctly. so "illustration" or "costume". you don't need to say its a wolf fursuit, but do accurately label it as to broad type of item.
The receiever is responsible for customs, unless you made arrangements beforehand to pay for it. make sure you communicate this to the buyer. (honestly whining over "but there's customs due! this is your fault for not marking it gift!" is the #1 aggravation with international shipping. its not my fault, its your countries laws and falsifying the document is ILLEGAL. its up to a $5,000 fine for US shippers. not worth it!)
also, you may want to avoid shipping to Italy until you have some experience with international shipping. with a decade of experience shipping, Italy is the country that is most likely to have a package go MIA. often it eventually turns up months late, but its nerve racking meanwhile. just avoid the headache when starting out. allow shipments to Italy once you've had successfully transactions elsewhere.
no subject
Date: 2015-03-29 04:40 am (UTC)Also, make sure you always get your client's primary e-mail address so you can reach them if something does come up; usernames on websites are useless if the website goes down.
I rely heavily on google forms to take new orders; that way everyone ordering from me gives me the exact same information as everyone else - commission type, character references, additional descriptions, etc. It saves you from hunting through different private messages to find a missing detail.
no subject
Date: 2015-03-29 05:11 am (UTC)no subject
Date: 2015-03-29 05:28 am (UTC)2. Don't under-price yourself. Look at what others in the market are selling their stuff for, but keep in mind a lot of artists are all "I just love art and getting paid is a bonus". This is not the attitude you want if need to make a living. Decide what's a reasonable hourly wage, add in 20%-25% overhead for costs and taxes, and price projects accordingly. For example, if you think $15 an hour is a reasonable wage and a project will take you three hours you should be charging: 15 x 3 x 1.25 = $56.25. Do not be afraid of this. Yes, you won't get orders from people who want three hours of your time for a fiver. That's OK, you don't want those customers anyway.
3. Don't be afraid to say no. When I started freelancing, I would take jobs that I knew were underpriced, or where I knew clients were difficult, because I felt like I needed the money or the work. These jobs were invariably not worth it because they caused frustration and stress. This applies to customers as well as jobs. If there's someone who's been difficult in the past, it's totally reasonable to choose not to work for them again.
4. Working for "exposure", "portfolio", and other things that aren't money. Try not to do this. The only time you should be giving your work away for free is if a) it's a charitable or social cause that b) you believe in. If it's a commercial concern, they can and should pay you for your work. Your exposure and portfolio come through your paid work. By doing commercial work for free, you disadvantage yourself and perpetuate the myth that artistic and creative work can be exploited.
no subject
Date: 2015-03-29 01:21 pm (UTC)no subject
Date: 2015-03-29 02:19 pm (UTC)I did a post several years back that covers it nicely. If you decide to use this, I would really appreciate the credit, as this post took a few hours to write.
http://tyrrlin.livejournal.com/229846.html
EDIT: Note, some of the numbers I use are from several years ago, but are good examples. For example, right now I try to maintain between $60-85/hr for my personal work rate, but I work in an actual brick-and-mortar business with several other employees, as well as being appropriate for the area of the country. YMMV)
no subject
Date: 2015-03-29 05:53 pm (UTC)Also even if there is no progress, keeping in touch with the customer to tell that" no progress has been made but I haven't forgotten you!" is a super important preemptive measure, especially if you may get anxious when people start ask for progress or are the type that takes a while to reply back.
no subject
Date: 2015-03-29 10:21 pm (UTC)no subject
Date: 2015-03-30 06:08 am (UTC)-Digital artists should save early, and save often. The computer they use for work should preferably be their own, and nobody else should have access to it (To keep clients' information secure, and so tech-illiterate guest can't accidentally break things).
-They should be keeping at least two backups at all times, with one being offsite (For example, through an online backup service). I've seen many journals from artists that have lost years of work from a hard drive failure. It hurts a lot, and it's totally preventable.
-Services like Geek Squad are expensive, yet what they do is often very basic. Artists will want to learn enough about computers to avoid ever having to give them money (Or, it helps to know someone within driving distance that is computer-knowledgeable). They should try to know basic troubleshooting techniques, how to search the internet to solve unfamiliar issues, how to be secure when browsing the internet, software/hardware/driver/OS installation, etc. Nobody wants to spend $100 on a new tablet when all along it could have been fixed with a $0.30 USB cable.
-Know common scams or phishing techniques, and how to avoid them. Use strong unique passwords, never give them out to anyone, avoid logging in to accounts on public/unfamiliar devices if at all possible, but if there's no alternative, log out and clear cookies/cache when finished.
-It's important for artists to know that when they do business online, they don't just have their own identity to protect...They have their client's information as well.
no subject
Date: 2015-03-30 12:42 pm (UTC)