I pulled a random set of concepts out of my saved collection to consider for my next project and would like to know what you all think it would take for you to complete some of these. I have never created this sort of model for a professional purpose and am curious whether or not I could currently survive in that workplace.
Assume:
That you have to model and texture it, but not rig, animate, pose or present.
That it is a high poly model for an advertisement or other printed image and that polyflow/retopo isn't essential.
That the texture level is as seen on the concepts, not hyper-realistic or anything.
So how many hours would it take you for some of these?
Replies
The best artists are really fast, they are constantly reassessing their workflow, removing indecision and inefficiency. Thus the 2 days.
These people are rare. So they are in high demand.
For now though, don't worry about being fast. Just concentrate on making good art.
Once you are able to make industry-level quality, then you can focus on efficiency.
Anyway, if you find people like this and watch a lot of the content they put out, some of their personality may rub off on you.
As mentioned, I don't think it's good at all to focus on speed. I think as you grow as an artist you will inevitably want to make more complex models, and just by necessity this will force you to start working smarter. If you are a tough art director on yourself, you will inevitably force yourself to make revisions, do-overs, etc. And so you'll start finding ways to improve your workflow. Next thing you know, you are starting to work pretty fast, but the focus the entire time was always on hitting that quality you envision.
To answer op from my perspective ( 4 years self taught and selling assets online ), working in the evening for 2-3 hours a day and maybe 5-6 hourse on saturday and sunday it would probably took me a lot of weeks to go from 0 to render maybe 2-3 weeks and i'm talking about the various mechs and vehicles because i don't know how to sculpt humanoid characters so i won't do them.
Anyway speed is something that you acquire with experience by doing the same thing over and over like typing on the keyboard.
It is way better if you produce quality work instead of focusing on speed because at the end of the day what people see is your end result not a stop watch with the time on the display.
I mean there is an average time you can potential estimate, but if you were making these as commissions you would adjust the time on the basis of your rate and expenses.
No sense working like a madman sacrificing everything to complete these for a client if they're not paying you what you want.
If starting out focus on quality, speed will come with time.
Also in a work place (which is usually the end goal of most artists doing portolio work) you may not always work on a single asset all by yourself. At times you may work on a part of it with a team, depending on what it is.
Many times you'd just do layout work, or reskins of existing assets from their libraries.
So I'd say that instead of focusing on how much time each of these assets take, focus on time management while building them.