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I was looking to learn 3D design, but it would require countless hours. Hiring someone else seems like the sensible thing to do.

Let's say I need 3 different mechas/robots for my game. How much would it cost me to have them? I would supply the concept art initial design. Pic related: something like that.
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>>580834
LOL. I do for tree fiddy.
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>>580835
Can you share some of your portfolio and approximate rates? I'm trying to come up with budget estimates.
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>>580834
$15/h and it will probably take a month or more.
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>>580838
U like this? I do for tree fiddy.
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>>580856
Jesus dude, entry level donut shoppe workers make more than that
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5€ per hour. Could do just the modelling in 2weeks 8h/day 5days/week and the texturing in 4day or so, depens on How much detail you want.

Email me suspulamata@marachod.th
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Thanks for the answers. I'm not in need of a modeler right now, but I'll ask you again when the time comes.
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For an average AAA artist, modeling and texturing something of that complexity is a matter of roughly 2 to 4 weeks (at 8 hours/day), depending on the final quality and level of detail you expect.

Be wary of anyone offering to do it for less, anyone who can do a mech of this size in faster than two weeks is either a god and will charge accordingly, or will deliver a product inferior to this (if that might be okay with you).
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>>580884
Oh, and to add to my source, I'm a game student with an interest in hard surface and techniques to speed up asset creation. I talk to AAA artists regularly.
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Kinda unrelated but how the fuck do you create a topology allowing the model in op's pic to deform correctly when animated. Making a topology for a normal human is already a fucking nightmare and that robot has like 5000 parts sticking out everywhere
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>>580884
Thanks a lot. This is the exact intel I was looking for.

>>580889
I'm curious too. It'd be for a game.
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>>580889
>deform correctly

Robots don't deform when animated. They're metal. When doing mechs you don't plan your topo, you plan the placement of your joints and moving/sliding parts so they can allow mechanical motion.

The only exception to this is if you went the lazy route and created some "hidden" joints, large pieces covered by cloth, rubber, etc. Those would need traditional animation topo: clean quads.

For the rest, no. Think of how guns are animated. Do they deform? No? Same for mechs.
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>>580860
These are rates for EU not murrica
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>>580930
why is there a dollarl sign in front of it then m8?

>>580856
>$15/h
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>>580856
My bid is $10/hr. Will only take me 90 days.
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>>580934
Because there are no euros browsing this board besides me
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>>580978
OP is euro, though.
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>>580884


Eh, you can slash that time by 40% if you give the modeler free hand in deciding the final design of the machine so he doesn't have to conform to a convoluted, hard to reproduce 2D blueprint.

This approach would of course end badly in case of freelance.
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>>581025
What's the point if you don't get what you asked the modeler to give you?
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>>581026

You and the modeler work in entertainment, vidyas, animation etc. on the same team and it doesn't really matter where the ammo drum's located on the mech.
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>>581031
Maybe it does. This kind of details should be discussed within the team, even if it's with a quick e-mail.

Don't you agree?
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>>580884
I second this.
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>>581032

Unless its a hero prop? Not really. Just focus on pushing out the product like the fat turd it is.

Sure, if you're analvision jizzard with 99999 employees and a byzantine corporate structure you can micromanage and demand 100% fidelity to concept art in your 60 million budget AAA game, since the attention to detail is revved up to 11. But in small/medium'ish teams applying the same standard is just mindless autism IMO.
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>>581035
>Just focus on pushing out the product like the fat turd it is.

You have a great attitude. Just kidding. You're attitude is rather "turdish".
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>>580884
>is a matter of roughly 2 to 4 weeks (at 8 hours/day),
You're kidding? An artist that does this type of hardsurface modeling could kitbash together that mech in like a day.
Incidentally, OP's mech is $85 on Turbosquid.
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>>581038
>Turbosquid
You're completely right! Thanks!
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Another question, how hard is to rig a mech?
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>>580856
Dude, for that money better go flip burgers at McDonalds. Same pay and less stress
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>>581038
Tor Frick can kitbash a mech in a day. However, there are several thing to note about this process:

-You need a kitbash library which corresponds to your design aesthetics
-This will only produce the basemesh with "concept" topo (won't smooth or bake properly unless you use one of several tricks, such as rounded edge shader or modeling it in fusion)
-You still need to retopo, UV and bake it
-You still need to texture it
-You need Tor Frick (or a guy of equivalent skill and speed)


Now, the one thing of interest you *do* bring up is that this particular mesh is available at a relatively low cost (under a hundred bucks). If OP produces concept art to have his own custom mechs made, of course it's gonna cost him, but he could also buy something ready-made for much cheaper.
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To piggyback on this. Say I wanted to do a simpler game, not photorealistic AAA assets, how shitty/nice of a mech could someone do in a day? In a week?

What's the usual breakdown in time between modeling/retopoing/rigging/UV/texturing?
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>>581048
wrong wrong wrong
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>>581047
its actually half that.
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>>581065
minimum wage is $11, dumbass.
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>>581048
>If OP produces concept art to have his own custom mechs made, of course it's gonna cost him, but he could also buy something ready-made for much cheaper.
If OP weren't full of shit, likely the BEST thing to do would be to reach out to the author and see if you can hire him to make you several models, you own the rights to the custom models (so he can't resell them on turbosquid) but whatever bitz, greeble, etc he has to make as part of the projects he gets to keep and use on whatever other projects (as long as they aren't 1:1 recreations of the game assets).

That way the author has some steady work but also still gets to make money off turbosquid without causing an infringement issue
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>>581062
That's up to (likely in this order): How solid your concept art is, how much you can do to save yourself time (kitbash library, library of general reusable assets), whether your workflow lets you do UVing and weight painting and have nice topology such as you're modeling (basically careful box modeling with planning)
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>>581095
The point of me asking was to see how much time others would need. People have mentioned anywhere from 1 day (using kitbash whatever) , 2 - 4 weeks otherwise for something like OP is asking.

What can you guys do in a day? In a week? What is the most time-consuming part?

Let's say you were given concept art. Or even worst case, just some inspiration images from the internet. How does this change the expected time?
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>>581037

I posit my attitude is just fine. Certainly better than anal retentiveness. Your objective is to get shit done and not to bottleneck other artists.

>>581109

>The point of me asking was to see how much time others would need. People have mentioned anywhere from 1 day (using kitbash whatever) , 2 - 4 weeks otherwise for something like OP is asking.

There are dramatically different ways of doing the same thing. Box modeling + derivative techniques, nurbs/related, voxel sculpting, kitbashing etc. Hence different times. No approach is optimal for everything.

Then you have to compound that with style. An evangelion-type or even a "sports car" mech which is a bunch of curves and paneling, basically, would be a lot quicker to do than the boxy/tubular mech with a bunch of 90/45 degree angles in a lot of setups. Then its just high poly sculpting or nurbsing in the volumes.

>What is the most time-consuming part?

Modeling. It's just a shitload of shapes pressure raped into a single character. Just look at it. I guess if you were building it the old fashioned way the shapes merging with each other at odd angles would demand extra time to line up and connect. Otherwise its sheer number of different shapes, small details included.

The simplest part would be rigging and animating, since the number of bones is low and weighting is almost always 100% for each solid object controlled by any given bone.

If you use modern programs skinning the model into UV islands should also be markedly easier to do automatically. This isn't a problem b/c shit doesn't deform, meaning you can get away with smashing the whole thing into 1000 different pieces. This requires to then paint the model in a 3D environment to compensate for the confusing UVs.
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>>581147

cont.

>Let's say you were given concept art.

Why is that a hypothetical? If you don't have an idea how it looks you ask the artist to throw some concepts your way after giving him some sort of description/requirements. You have to come to an agreement somehow.

> How does this change the expected time?

The more strictly someone has to abide to a blueprint the longer it will take, obviously. When you start demanding the exact angles and proportions you enter the 5 week area. Frankly you can just start looking for a cad modeler at that point.

>Or even worst case, just some inspiration images from the internet.

Lack of ideas isn't the issue. Someone will model something for days and you will not like it and demand overhauls - thats the problem.

PS The example in OP isn't "photorealistic". Its just intricate. Unreasonably so for an indie project asset. Abstract machines can easily achieve photorealism in the sense that they begin to resemble real chunks of metal, glass, plastic, rust, grime etc. All you need is good shaders and smart materials.
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>>581109
Go watch some Tor Frick videos, find something that looks close to the complexity you're interested in, that's your maximum speed (as he literally tries to be as fast as he possibly can sometimes to the point of slowing himself down by trying too hard).
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>>581025
I agree with this guy. An expert modeler with some sense of design can make this pretty quick. But since you will most likely want iterations of the model, the process can be extended to weeks.
I would personally estimate it to take 3 days for highpoly. 2 days for lowpoly, 1 day for UV and half a day for texture.
Ithe result would be sloppy but it would be good enough for a low budget indie game.




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