Is there anyone here who work/worked in the industry of 3d character art?
Do you mind telling me a bit about how was it like?
I would love to know - what was the time frame you were expected to produce a character from 2d concept to a ready for rigging state?
Also, is knowledge in rigging an obvious plus?
Are there any tips you could give for someone who want to become a 3d character artist?
thank you,
Zearou
Replies
I've seen this question asked a few times. I`m not a character artist, so this could be off, but answers ive seen in the past is anywhere from 1 week to 2 months. It really depends on the character and the studio. If the character is some no name toon you`ll never see, just some npc dude, you can bet they`ll have less time allotted to them than a main character that will have plenty of close up shots.
I feel like rigging knowledge is always a plus. At smaller studios you may get an advantage for your ability to play multiple roles. But in general, having rigging knowledge will help you model in a way that is efficient for riggers. I think it's important to at least have a general understanding of all of the practices included in the game art and animation pipeline.
How many hours per day?
Office hours so technically 8 hours a day but probably less. The specs are lower than AAA, no high poly sculpt & bake, just straight up model the character in max and paint it in 3DCoat & Photoshop.
you'll have lots of other stuff to do usually, approving outsource work, meetings, play tests. all that stuff will mean that the average amount of time you spend modeling per day is harder to plan for, and therefore makes the time it takes longer
http://wiki.polycount.net/Freelance#Time_Estimates