Just curious guys but I've always wanted to know how long it takes other people to do their work. I'm interested specifically in professionals, working in a studio, under average contemporary deadlines. And of course, try to be honest and realistic. This is just out of curiosity as I said.
Lets say a character to this standard:
Or a weapon to this standard:
Start to finish of course. Lets just say your team leader handed you a brief wanting these items, how long would you expect him/her to have put down for due delivery.
Cheers! Can't wait to find out.
Replies
When I was a lighting artist for a project... towards the end of production... I would generally polish setup and fix lighting bugs for 2.5 to 3 days at the start of the week, and then prep scenes and render the 70+ lightmaps over the next 1, 1.5 to 2 days... trying to get all the maps rendered and committed by 12pm, so we could build the weekly build and send it to QA. I've had to submit renders to the farm until 11pm before, and then only manage to commit the lightmaps 10 minutes before the build.
Edit: Also, generally, work tends to expand to fill the time I have.
LMP, I'm not really talking about low poly or first pass or environmental, I have little experience in that stuff. but its interesting and good to know Plus I'm sure others will find it handy to know
And thanks Slosh, very interesting.
Ok to clarify, I know its hard to answer, everyone always says it depends on such and such. So lets just say, both are from scratch. The character is from concepts, the gun from whatever refs you find but its a real-world gun. No marvelous designer, no substance, no scans. Ok, maybe substance painter if you want but declare it at the outset! zBrush sculpt to low poly to texture for the character, to a spec and close quality to the alien isolation character above. High poly in your modelling program to low poly to texture for the gun.
Don't worry too much about the details like what if I have to retopologise or the lead artist wants changes, just pretend everything goes swimmingly
Rough estimates are appreciated as its all very helpful
So, Kevin, you're talking 60 days for a main character and 30 days for a main character 1st person weapon?
This has been my experience 7-10 for a weapon of that "scale"
Probably 10-15 days for the character. Including crit and adjustments.
you'd need the concept to be absolutely set in stone with zero chance of revisions to hit that kind of deadline on a character though. you'd also need some kind of technical documentation from the animation/rigging guys so that you can nail the lowpoly first time too.