>>940182
My strategy is to always ask their budget
>"What's your budget for something like this?"
And then go up a bit from there depending on complexity. If I have to make an entire city, that shit ain't gonna be cheap. I do try to keep things in their budget though, but I have to take shortcuts like reusing assets from older projects, or grabbing stuff online. Modelling takes time and effort, and most people are too cheap to pay for that shit unless they're specifically looking for it. Most people are coming to me for animations, so the more time I spend actually animating, the better the outcome, especially if there's a deadline.
For you though, I'd just ask their budget and take what they give you. That seems like a pretty simple job, but for all you know they might value your time better than you do and pay you a fair (or more than fair) amount.