Can artists actually make money on a free software driven free culture project? Having established the motivations and the basic principles in the first two parts, I'm going to look at the big picture here: how money would be distributed among major parts of the project (drawing partly on knowledge accumulated from the proprietary film and television industry -- taking into account the differences), where the money would come from, and what sort of income might be realistic based on the few projects that have gone before us.
I've been trying to zip together what I know about free online collaborative projects (like free software) and commercial free culture projects (like the just-released "Sintel" from the Blender Foundation or "Sita Sings the Blues" from Nina Paley). It's easy to get lost in the logistics of such a production. One of the questions I'm bound to be asked is "How do I know I'm going to get paid?" Artists have a strong fear against being "exploited", though they're often less clear on exactly what that means. A little bit of examination, though, shows this may be a strength of the "Creator Endorsed" free culture approach to marketing a work -- it makes fair payment a matter of personal financial interest to the publisher, as I hope to explain here.