Every design-and-build firm asks this eventually: do we hire a 3D artist and bring CGI in-house, or keep outsourcing it to a studio? I run the studio side, so my bias is obvious, and I will name it up front. But I have watched enough firms try in-house and quietly go back to outsourcing that I can give you the honest maths rather than the sales pitch.
The short version: in-house only adds up above a certain, fairly high, volume of work. Below it, you are paying a salary for capacity you cannot keep busy, and quality that one person cannot sustain alone.
A capable mid-weight 3D artist in the UK costs 40,000 to 55,000 pounds a year, before software, hardware and management time. V-Ray, Corona and 3ds Max licences, a workstation that can actually render, and ideally more than one machine so deadlines do not bottleneck on a single GPU. Call it 60,000 pounds all-in for one person, and that person needs holidays, gets ill, and can only be in one project at a time.
That last point is the one firms underestimate. CGI demand is lumpy. You might need 4 renders one week and 40 the next when three tenders land together. One in-house artist cannot flex to that. They are idle in the quiet weeks, which wastes the salary, and underwater in the busy ones, which is exactly when the big pitches are due. A studio absorbs that lumpiness because it spreads the load across a team and, in our case, a render farm of six RTX 5080 nodes rather than one workstation.
I will not pretend outsourcing is always right. In-house earns its place in two situations.
If your CGI volume is high and steady, a constant pipeline of renders every week of the year, then a salaried artist is cheaper per render than studio rates, and the maths flips. Some large developers and the biggest D&B firms are there. And if speed of iteration on confidential, fast-moving design work matters more than peak quality, having someone in the room can beat the back-and-forth with an external team. For early-stage internal design checks, in-house is often the right call.
The trap is the firm in the middle: enough work to justify the idea, not enough to keep one good artist busy and growing. That firm hires a junior, overloads them at deadline, accepts dropping quality, and loses the occasional tender on a render that looked cheap. I have picked up plenty of clients at exactly that point.
A single in-house artist plateaus. One person cannot be strong at modelling, lighting, materials, animation and post, and stay current across all of them, while also hitting deadlines. A studio carries specialists across 3ds Max, V-Ray and post. On a 15-render tender, the lighting being consistently excellent across every frame is the difference between winning and being the cheap-looking bid, and that consistency comes from a team and a process, not heroics from one tired person.
Cheap, stiff CGI loses fit-out tenders. On a 3 to 5 million pound project, the client reads the renders as a proxy for your finish quality. That is the hidden cost of an under-resourced in-house setup: not the salary, the lost work.
Run one number honestly: how many renders do you commission in a typical year, and how evenly are they spread? If it is hundreds, steady, build in-house and hire properly, not one junior. If it is lumpy and tied to tender cycles, which is most firms, outsource the peaks and keep your people doing what they are best at, the design and the build.
My honest limitation here is that I sit on one side of this, so weight the bias accordingly. What I can tell you without bias is the failure mode I see most: the half-built in-house team that does neither volume nor quality well. Avoid that, in either direction. If you want to see how we run the outsourced side, that is on our office 3D visualization page and in how we work.