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How long do your 3D projects take to complete?

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Just a general question for the community. If you could, please describe what kind of 3D art you make while answering. I'll give an example from my own process:

so far, I think I spend anywhere from 150-200 hours on making a single real time game character. That includes the high poly sculpt, the retopo, UV unwrap, texturing, posing (sometimes rigging) and rendering. 

I'm asking not only out of curiosity, but also because I want to get faster. I would wager that there are artists out there that can produce the same quality or (hopefully) much better quality than I do in half the time. 

Replies

  • poopipe
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    poopipe grand marshal polycounter
    ive been working on a robot for 18 years now .. 

    more seriously - pre-substance painter our outsource partners would produce a set of modular assets (average 10-12 pieces) mapped, textured and lodded (5-7 handmade lods) in  20 days with feedback.
    This was first-party AAA content for ps4

    speed comes from making good decisions quickly - that comes from experience. concentrate on being good for now - you'll only get faster
  • Lt_Commander
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    Lt_Commander polycounter lvl 11
    It depends on the goals. If the main purpose is to learn and improve with the end product being a portfolio piece, time isn't the real constraint - it can take months or years to finish a project because part of it was to learn sculpting or grooming, or other core skills that themselves are adventures in their own right.

    If you want to focus on speed, have a set idea that you know you can execute on, retread only skills you're comfortable with, and hit go. Start with a very solid concept, record hours on the clock, and find areas to improve. That said, it's relatively low utility as a standalone exercise because that's something you can get paid for in the form of contract work. Like poopipe said, if you're not good enough to do that yet, just focus on building skills first.
  • sacboi
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    sacboi veteran polycounter
    For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc 
    As already shared proficiency comes with experience - I'd recommend following that advice albeit start small then gradually build complexity.
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