I'm developing a collaboration webapp for 3D artists

Hi there,

I’ll cut to the chase.

I’m developing a very niche web-app, a tool that 3D artists reach for when the forums can’t help (in a timely manner) and a full freelance engagement is overkill.

I’m a fulltime 3D production artist myself and saw an opportunity to address this particular area. Yes, there are other freelance sites. But the idea here is, you sign up, get vetted, claim a gig immediately, get rewarded. On the other side, you need something done outside of your specialty? Put it out there for somebody to finish. You modeled this awesome character but have no idea how to rig. Post that task. You have some free time on a Saturday afternoon where you’re in your software anyway? Monetize those clicks.

I’m happy to answer any questions. I’m still developing and testing, and hoping to launch in the next few months. This is a one man-show, no venture capital, self funded, and a lot to do.

I should also mention I’m longtime Blenderartists.org participant, and Blender user in general. I figured I’d start here to spread the word. This kind of project is a first for me, so I’m winging it. I’m just hoping this will be a helpful tool as it grows.

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Hi there,
In your opinion what would you say the difference is on your site compared to posting in Jobs > Paid Work. Since I have seen lots of small jobs, such as people bedding help with rigging or animation, being posted there.

I can see the use case for your platform, I am just trying to understand the difference compared to a website I already know and trust.

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This sounds like an incredible and much needed tool for the 3D community as a Blender user and studio manager I constantly see artists getting stuck on niche tasks like rigging or clean retopology where a full freelance contract is overkill. I love the micro gig approach for quick turnarounds and would love to test the beta version when it’s ready keep pushing this is a great initiative.

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Well, personally I don’t find that very useful especially for professional stuff.

Rigging is a good example, generally it’s not just about making a rig, but first it can takes some time like a few days, then there is some back and forth with animator. Yes sometime it’s just a matter of slapping an autorig but for professional work it’s very limited.
Beside that, generally you don’t need just one rig on a project… But yeah there could be a case where you need something quick and dirty but IMO very limited.

Another point, is how sustainable that model is for artists. Say I do a retopo that takes 2 hours. To that we must add the time I took to find the gig, have the author answer me, send me the file, then send back the thing. So even if it’s two hours it might take me 3/4 hours between this and that… How much of gigs like that I have to do in order to sustain a living ?

This very question relates also to the quality of the service. If it’s well paid, and it’s something sustainable, you may find good artists. If not , it’s going to be students, or hobbyists that just take that as a fun learning opportunity to make a few bucks, but maybe not the quality you would expect from a professional.

I think as a studio it’s much more valuable to connect with artists, maybe you find making a rig overkill for a freelance contract, but if you find a good artist then eventually you’ll know each other, if it took them 4 hours to do something maybe they’ll charge one day and next time they’ll do for free.
Then also you know the quality you should expect, and if there is a problem with the rig they can fix it right away, instead of making another gig…
As a studio logically you have constant work, so instead of looking for new artists for each projects you try to make a team of good ones you like to work with.
Basically artists working for you is part of the quality and reliability of your studio…

Anyway, I can understand if people have different views on the thing …

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Hello! Thanks for the reply and the fair question.

A couple key differences.

The first is that this is more of an un-social network. Messaging exists because obviously it has to, but the goal is to cut down on back-and-forth. Gigs are scoped specifically enough that both sides know what they’re getting into upfront — less “let’s hop on a call to discuss” and more “here’s the job, claim it or don’t.”

Second, gigs are front and center in the UI — not buried in a forum thread. The whole layout is built around the work itself, not a discussion board. Happy to show you the current state if you’re curious.

Third — and this is the real practical difference from Paid Work — payment is actually protected. You post a gig for X credits, that amount sits in escrow, and it releases to the freelancer once you sign off on the work. No chasing someone down over PayPal, no “did they actually pay me” uncertainty. I’m using Stripe under the hood for the credit purchases, partly because handling payments directly opens up a regulatory mess I have zero interest in touching. The credit abstraction solves that cleanly.

It’s also software-agnostic at the core, though Blender is where I’m starting — there’s a dedicated addon coming for claiming/posting gigs without leaving the app. Long-term the format extends to other software, but Blender’s the proving ground.

None of this is meant to dunk on Paid Work — it works because the community there has built trust over years. I’m just betting that escrow, structure, and speed are worth something too. Earning that same trust is the hard part, and I’m not pretending it’ll be instant. But with enough good-faith users, I think there’s room for both to exist.

Hopefully this helps clear things up!

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(apologies ahead of time - I wanted to condense my replies, but messed up. It’s been a long day :upside_down_face: )

@Shinchan

Hello! Thank you so much for the reply. This is very good to hear, especially coming from a studio manager.

This is the kind of thing that keeps me going. Trust me, there are times I wanted to hang it up, especially with the state of everything these days.

So, thanks for your vote of confidence. Really appreciate that. :slight_smile:


@sozap

These are fair points, and honestly the overhead/sustainability question is the one I think about most. You’re right that a “2 hour” gig isn’t really 2 hours once you factor in file exchange and back-and-forth — that’s a real tax, and I don’t think any micro-task platform fully escapes it. Worth saying though — the time spent finding the gig itself isn’t really unique to this; that’s true of freelancing in general. You don’t bill a client for the time you spent finding them either. The back-and-forth and file handoff is the more legitimate overhead to factor in.

A couple things I’d say in response to the broader point:

The pricing formula gives the requester a starting point, not a fixed number — they can adjust it up if a task genuinely needs more for someone to take it seriously. So if the market says “no one’s claiming this at this price,” that’s signal, and the price moves. I’m also looking at a bidding/quote mechanism down the line, so freelancers can push back on lowball asks rather than just declining silently.

On “sustaining a living” specifically — I want to be upfront, because I’ve been direct about this elsewhere too: RapidGig isn’t positioned to replace anyone’s primary income, and I’m not going to pretend otherwise to make the pitch sound bigger than it is. This is meant to supplement — fill the gaps between bigger projects, monetize idle time, pick up the kind of bounded task that doesn’t justify a full contract. If someone’s expecting to sustain a living on it, that’s the wrong expectation to set, and I’d rather say that now than have someone find out the hard way later.

Think of it like a tool in a toolbox — you don’t need needle-nose pliers or an Allen wrench for every job, but when you need one, it’s exactly the right thing to reach for. RapidGig isn’t trying to be the only tool. It’s one more option for a specific kind of job.

On quality — same honesty applies. Early on, it’s going to be a bit dicey. There’s no way around that with a new platform; the pool of active freelancers is small and untested. What I’m leaning on long-term is a rating system, similar to what works on other gig platforms — community-driven quality control, where consensus from real completed work surfaces who’s actually good. That only works once there’s enough volume for ratings to mean something, so right now it’s more vetting-by-necessity than a mature reputation system. That’s a real limitation today, not a hidden one.

On the rigging point — agreed, and I’d say that’s not really what this is built for. Multi-day, iterative, animator-in-the-loop rigging is a different category of work than what fits a bounded gig. This is more for the well-scoped, hand-off-able tasks — a retopo pass, a UV unwrap, a specific fix — not ongoing production work.

The studio-relationship point is real too, and I don’t think it conflicts with what the studio manager was describing. A trusted in-house bench and a platform for new/niche/overflow needs aren’t mutually exclusive — most studios still occasionally need someone outside their regular circle, especially for a skill nobody on the team has. That’s the gap I’m aiming at, not replacing the relationships that already work.

Honestly, a lot of this is still best-guess and reference-pulling from how other gig platforms have handled sustainability — I don’t have enough live volume yet to say definitively how the economics shake out for freelancers long-term. That’s exactly the kind of thing I expect to learn from real usage, and feedback like this is genuinely useful for shaping it before it calcifies into bad defaults.

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Hello and thanks for taking the time to answer !

Sure ! It’s just that the fact that you get a job that spans across several days /weeks /months outweighs the time it takes to search for it.
In such a timeframe it’s also possible to balance a low budget by finding areas that can be worked less than we normally would to put the energy where it matters. The system you’re proposing offers little leverage in that matter.

Now I’m not saying this is bad, in fact why not… I was just surprised someone seeing that useful in a studio because to me it’s hard to see that fit except for a very occasional stuff.

I get that this isn’t supposed to replace a real job, or to steal work from artists …
Anyway, I don’t want to sound mean expressing how I see things and it’s probably going to be a waste of energy for both of us !
I’d be glad to be proven wrong because as you said it fills a gap even if it’s hard for me to see where tool would stand in practice.

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You’re well within your right to express whatever is on your mind in response to anything that anybody puts out there in the public arena. And I’m happy to have that discussion because that only means I can fine tune what I’m making to better suit the user.

But I’m also not interested in getting bogged down in “should I” or “shouldn’t I”. I’m getting enough of a positive response (beyond this forum) to keep moving forward. Yet, I still value the negative, or skepticism, that comes with it in order to explore all sides.

Here’s the thing. My primary motivation was an inner monologue that I had with myself after coming back home from running groceries as a side hustle, tired and defeated. I’m not above taking on other types of work to get by. Unfortunately, that’s the reality today. But the motivation came from “I wish I could do X instead of Y”. That being, “I’d rather log into an app where I could crank out a few gigs, in my field of interest, in the comfort of my home”. That was a much more appealing proposition for me, and I was sure there were others in the same boat. Other freelance sites just simply didn’t work for me. I saw the niche, so I acted. That’s all there is to it.

At the end of it all, I’m hoping this gives other 3D/CGI artists a reason to keep moving forward. Until AI replaces absolutely everything, there’s still a decent amount of human expertise to be leveraged. If this app can extend that life, then great.

I don’t know if this will be successful. I’m hopeful, but realistic. Time will tell.

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