So you want to take Roblox commissions

I've been doing this long enough to know how it usually goes. Someone messages you saying they need a low-poly vehicle for their obby, offers fifty robux, and expects it by tomorrow. You say yes because rent is due. Three hours later you realize the rigging isn't working in Studio because they wanted it functional, not just a mesh. You refund half and move on. The basics are straightforward. Roblox Commisions generally fall into three buckets: 3D modeling (vehicles, weapons, props), scripting (game systems, GUIs, anti-cheat), and full game builds. Each has its own pricing floor. You won't make it work charging ten dollars an hour unless you're already fast at everything. Most people who do this well start around twenty to forty dollars for simple models, fifty to one hundred fifty for functional scripts, and three hundred to a thousand plus for complete experiences.

Where to actually find Roblox Commisions work

The biggest mistake beginners make is waiting for clients to come to them. You post in DevForums and get one reply that's always someone asking for free work. The places that actually work are Twitter/X with the right hashtags, Reddit communities like r/RobloxDevs and r/INATOR (yes, the paid one), and Discord servers where other developers hang out. I got half my early clients from lurking in a specific building-modeling server and helping people with free tips until someone said "hey, you know your stuff, want to do something for me?" That turned into six months of steady work. Another channel people ignore entirely is reaching out to small RobloxYouTubers who need custom assets for their content. They usually have budgets and don't know where to find reliable help. A polite DM with three examples of your best work and a clear price list gets responses way more often than you'd expect.

The process nobody talks about

Here's how a real commission actually flows. Client describes what they want. You ask for reference images, screen shots of similar games, or a link to what they're trying to copy. They say "just make it cool" and you now have zero parameters to work with. Send it back with three specific questions before you agree to anything. Once you have the brief, quote with a deposit. Thirty to fifty percent upfront is standard. I don't take work without at least twenty percent because the guys who ghost after you finish the first draft are real and they're annoying. Put it in writing, even if it's just a Discord message that says "fifty percent now, fifty percent on delivery." Screenshots of that conversation save you more than any contract. Deliver in stages for anything over a hundred dollars. Show the wireframe or alpha build, get approval, then polish. This prevents the client from hating the entire thing after you've spent twelve hours on details they didn't ask for.

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How to Make/Set Up Roblox Art Commissions ! | Roblox Tutorials - YouTube
How to Make/Set Up Roblox Art Commissions ! | Roblox Tutorials - YouTube

Pricing realities and the hidden trap

The trap is underpricing because you're faster than other people. Just because you can model a sword in twenty minutes doesn't mean the market rate is twenty minutes of work. The client is paying for reliability, communication, and the fact that it works in their game without breaking anything. Charge for that. Counter-intuitive insight: rigid scope documents actually make you money faster than flexible ones. When a client says "I'll pay extra for changes" without defining what counts as a change, they'll ask for twelve revisions that each take fifteen minutes. Define revision limits in your initial quote. Two rounds of minor tweaks included, anything else is an additional hourly rate. This is not negotiable with everyone. The people who respect boundaries are the ones who pay on time and don't complain. Here's something most guides won't tell you about scripting commissions specifically. The hardest part isn't writing the script. It's making the client understand why a feature they want "should be simple" actually requires three days of backend work. I once had someone ask me to build a trading system that synced between two separate games. Said it was "just a database thing." It ended up being a full server-side inventory system with confirmation walls, fraud prevention, and cross-game data storage through DataStore2. Took me four days. I charged double what I originally quoted because I caught the scope creep mid-project and had to renegotiate. I still took a loss on that one relative to my time, but not renegotiating would've been worse.

Common pitfalls that waste your time

Not asking about the target frame rate and platform matters more than you think. A client might want a highly detailed environment model, but they're building for mobile Roblox. Your beautiful 50K poly house gets downscaled anyway, and they still expect you to deliver it at desktop quality. Ask upfront what device range they're targeting so you can optimize correctly from the start instead of redoing work. Another one: undefined ownership terms. Some clients expect full exclusive rights after paying a one-time fee. Others just want usage rights within their game. If you don't clarify this, you can end up unable to reuse your own work or selling the same asset to five other people when you only licensed it for one. State what they're buying clearly in your invoice.

Tools that actually save time

Blender is still the default for modelers. Roblox Studio has its own import pipeline now with the Blender plugin, so you can push assets directly instead of exporting FBX through multiple steps. For scripting, keep a personal library of tested modules. A solid leaderstats handler, a basic save system using ProfileService, and a reusable GUI template will cut most commission timelines in half because you're not rebuilding the foundation every time. For communication, use a simple Trello board or even a shared Google Doc. Track milestones, revisions, and payment status. The client can see progress without messaging you every six hours asking "is it done yet?" which is genuinely helpful for both sides.

CroatianPlays (Building & Modeling) Commission Sheet! - Portfolios - Developer Forum | Roblox
CroatianPlays (Building & Modeling) Commission Sheet! - Portfolios - Developer Forum | Roblox

What Roblox Commisions can't handle well

This isn't a perfect system. There are real bottlenecks. If you rely on commission income, you're always one canceled project away from losing a week of revenue. There's no safety net. The platform you use to take payment also matters - Roblox itself has no built-in commission marketplace, so you're relying on third-party services or direct payment apps that can freeze your funds without warning. Another limitation: the quality ceiling for cheap commissions is brutal. Clients paying twenty dollars for a complex system will never be satisfied because the price doesn't cover the actual work required. There's no workaround except to raise your minimum or decline the job. Both options are hard when you're trying to build a reputation. If you're just starting out and want to test whether this is viable before committing time, do one free or heavily discounted commission for a friend's game. Document the entire process - how long it actually took versus what you estimated, how many revisions you did, how much communication was required. That single data point will teach you more than reading twenty articles about it.