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How long does this take for a decently good 3D artist to conjure up? Granted the idea was already drawn on paper and they knew what they wanted and just had to put in the work.
>>
Two full days, and probably one more day of going back and fixing everything the artist didn't notice until it was finished.

So about 36 hours is my estimate
>>
decently good? id say about 2 weeks
a very good artist is more like 1-2 days
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>>546920


Just to clarify....

Is this 36 hours of accumulated work time? Or 3 days of 8 hour shifts work time?
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8 hours
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>>546922
2 hours if you actually care about getting a job.
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>>546922
3 days of 12 hour shifts
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>>546927
>2 hours if you actually care about getting a job.

Yeah, no.

>>546932
>3 days of 12 hour shifts
This is in the ballpark.
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>>546919

Most of the work done for companies like Games Workshop and Privateer Press can take up to 2 weeks (sometimes longer), then after that several more days of corrections/modifications.

You can speed up your sculpting by creating a library of premade parts that are used frequently, like skulls, pouches, scrolls etc. Both GW and PP do this and it can shave off a bit of time and also keep models within the range consistent.
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>>546932
only if no changes are required
>>546956
this is a good answer too
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Depends on what you're using in my experience. It's about a week long job if you're diligently working on it 4 hours or so a day.

Add a few hours in your using blender
Maybe save a few hours using Zbrush unless it fucks something up.
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>>546934
>3x12 = 36 hours

Unless you're talking about fully modeled/rigged/textured/animated/completly implemented in your game or movie at production level quality whilst being a paraplegic then there's no reason you shouldn't be able to do this in a day.
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>>547253

Sure, if by a day you mean 24 hours
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>>547253
holy fuck, how noob can you be
you obviously have no clue of how long it takes to produce actual top quality work
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>>547253
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>>546919
Fully textured and rigged model from absolute zero takes a week (7 days) to make.
I´m talking about decimated polygon solution, perfect texture, fixed hips/armpits/fat/muscles stretching for all and any position, fully facial deformations and expression system, ready to be inserted inside the movie/game/whathever.
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>>547279
modelling and rigging are separate teams mate
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1000 hours, its like 4 years of doing something every second day more or less.
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>>546919
Smart studios have 2-5 artists on the model. A lead artist makes a base model. Another targets the head, one targets the weapons and armor, one targets sculpting, and another checks and fix the model to meet tech specs.

This should take about a few hours. No joke. That's how the profashionals do it--TEAMWORK
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>>547255
>>547256
>>547257
People who don't have jobs: The Thread
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I would have thought like 1-2 months, but I don't do 3d graphics.
How is my estimate? I don't believe the posts about it taking a day.
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>>547368
The question was for one 3D artist, not a whole team

The artist who made the model in OP used Zbrush and every piece of fur and hair was a separate object:

https://www.artstation.com/artwork/vmXEa

Nevermind that the thing hasn't even been retopo'd, there's no way one guy can do it in less than one day.
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>>547419
>here's no way one guy can do it in less than one day.
git gud
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>>547419
I know a guy who works at Ubi and they expect him to make 20 character models per week
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>>547425
Pic related, one of the character models he had to make.
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>>547425
Yeah well my uncle works at nintendo and he says you're a faggot
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>>546919

Actual professional here...

Everyone is clearly guessing. There is no answer. Depends on the artist obviously but more it will depend on how many people are on it, how rushed they are, what's the end platform? Do polys matter in the end result? How talented is the artist? (Or how fast more to the point)

I suppose, in my experience working at Double Negative for 4 years as a junior modeller, the seniors would take about 3 shifts for the sculpt then a shift for retopo and unwrap... On average...

If it's a crowd element or background thing then a day or two for everything. Again, it depends...
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>>546956

This is accurate, at least as far as war-game miniature companies go.

Models for games like these don't need any type of animation or rigging, UVs or textures, but they are very high-poly models and need to be separated into parts for moldmaking.

Most sculptors don't have moldmaking experience, so that part is left up to the people in manufacturing usually.

Spending a month on one model isn't unusual in this case.
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>>547429
>4 years as a junior modeller, t
>4 years as a fucking junior

everyone is laughing at you
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>>547434
yeah, fuck him for holding a stable job for four years
meanwhile I can't even get an unpaid internship
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In production?
this has a lot of parts, but is relativity bare on any detail and a lot of repeated parts no texture
assuming you know what you doing
2 days to block out, 2 days to clean up ad you can fuck around from here with the details, if you go over 2 weeks you should really improve your workflow

basically this >>546956

>>547419
you can literally ask him, he even gives a facebook link
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>>547429
>the seniors would take about 3 shifts for the sculpt then a shift for retopo and unwrap... On average...
They would work on a model in shifts?
Thats the most fucking retarded thing i ever heard.
Jesus, where do you work?
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>>547437
Chengdu.
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>>547435
never do unpaid internships in this industry,

-anon
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>>547368
joke's on you, i ad in a very successful company

the fact is, if you think great 3D characters are supposed to be completed in a single day, you're either shit-tier or a boring troll
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>>547429
hey anon, don't listen to the other fuckface plebs in this thread, what you say is actually relevant and reflects how the industry works
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>>547447
I work in the industry, AAA release, and I can tell you that method is a bottleneck. That's not how pros work, we don't sit around waiting for some "junior modeler" to model a character in multiple sittings. That's stupid, the team needs something to work with ASAP.

That guy is doing some slow-ass/half-ass method they do at indie studios or shit places that churn-out clickbait games. Loser.
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>>547466
i too work on AAA stuff, we must have different approach to reach our goals then. the size of the team probably influences that
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>>547468
You probably work with or for cucks, that's why you're so slow.
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>>547469
fine, if you want to be an asshole about it, keep living in your little douche bubble
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>>547471
ᶜᶸᶜᵏ
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>>547253
get a load of this screwed up mess. try to not kill yourself
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>>547466
>>547472
>>547469
>>547290
>>547253

quality /3/ shitposting

and people wonder why this place is dead when we are flooded with children from /b/
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>>547479
this
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>>547437
Can you read? Three shifts means a measure of time, not a hand-off. He also said where he works in the post you quoted.




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