I am just making the final touches to my chain mail material. It has taken me 6 hours so far. My material has different user changeable settings like rust, dirt, blood, age, shape, etc. I think i might go 1 or 2 more hours into it. I have so far 2-3 Months of substance experience. I was wondering if I took too long to do it, also how long does it take you to do a material, and or what is the expected time for a material to be done in the industry.
Cheers.
Edit: BTW I finished the material.
https://www.artstation.com/artwork/oOOkOL
Replies
We usually allow 2 days for basic stuff like brick walls.
Something more complex like a woodland floor could take a week.
They tend to be 4metre tiles authored at 10 pixels/cm. We don't generally put much in the way of wear or dirt on base materials, that stuff all gets done as separate passes and basically counts as a material in its own right.
A lot of the time goes into testing surface response in game and general testing for scale, composition etc.
Feedback loops usually add a day per iteration but that's more to do with art director's schedules than how long it takes to do the work.
Edit: BTW I finished the material.
https://www.artstation.com/artwork/oOOkOL
We do large tiles because we need to cover large areas like the sides of buildings/ terrain etc. The hyper detailed 20cm squares that you see plastered over artstation are completely useless in practice.
I didn't mean vertex painting, we keep dirt etc as separate layers and apply it when constructing textures in either designer or painter.
As far as artists making use of your customisable material goes.. You'd hope they would but there's no guarantee
Taylor: it depends very much on the type of game, the engine, view distances and the target platform I'm afraid.
The best advice I can give is pick a texel density and stick to it so your scales are consistent.