edit: yeah to clarify, I mean you could spend a short time and end up with a so-so looking car, or a really really long time and get a perfect one- but its likely that in a production environment you'll get somewhere inbetween.
It really depends on a number of factors - like rooster says it depends on deadlines (if any), also what methods you're using to build it, how big/detailed the texture has to be.
I have no experience of building cars, so I can't give any sort of estimate unfortunately.
Junior artists... ehh, their key role can be anything really, from cleaning up existing work to doing a lot of the boring work that nobody else wants to do. Again, depends on a number of factors, where you work, what game you're working on, what the team is like, it could all vary hugely. The key role is always "make art" though, and I'd wager it'd get boring from time to time.
@ rooster : well it is not meant for a company...i just want to start timing myself see if i canmake a car of that poly count in the industry expected time.
@ mop: what i mean by expectations, i mean when you get a job as a junior artist what are the key roles expected of you...but you have basically answered that question....hehe so thanks. but would still love to know how long i should try an complete a car of that level of detail.
Two weeks seems like plenty of time to learn, and get a process down, but I'd aim for doing it in a work week (40) hours or one day for each component of the process. To school yourself, try doing some lower end vehicles 100% in one day, and do this everyday to really speed up your process. Time yourself so you understand how to schedule your tasks.
Junior artist is usually a learning positions. You may spent more time fixing up little things, testing or just in general smaller set pieces. As MoP, this is all very dependant on where you are and what you're working on. This is a great place to prove how helpful you can be to the team.
The best way is to just go and do it. Just set aside time in the day to model it. Then just record how long it takes you by the end. If you set aside 4 hours aday and just do that every day till you are done it should give you a good indication of how long it would take you if you were to do it for a job. Just manage time well.
First, no engine that I know of will run a 60k poly car at rate. Unreal's engine (from what I have seen on their site and in demos) has 8k-25k poly vehicles normal mapped from several million poly vehicles.
So, you really want to be building a 8k-25k poly car and figuring out how long it is to map that (I'd say modeling takes 7 work days from scratch, UVing takes 3 days and actual texturing up to 5 days).
If you are looking at an industry job you have to look at what is being done so people can evaluate your skills correctly.
3 to 5 days? At 8 hours a day? Jesus man. I'd say 3-5 hours, maybe 8 if its really complex.
as for a 60,000 poly model, like the others have said it kinda depends on just what techniques you use and how detailed the end model is.
If you want what standards I'd hold to:
Assuming we are talking a full detailed model with interior and mechanical bits, I'd give you 2-3 working days at most to model it.(16-24 hours)
I'd allow 8 hours to uv it. Being as its mechanical it should go faster, especially if you plan ahead and don't just wait till you have a jumble of polys to sort into uv space.
For textureing, it really depends on the level of detail you are shooting for. Stock vehicle or custom airbrush job. Either way I'd shoot for 10 hours on the low end (taking interior leather and trim into account), and say 16-20 on the high end, if you have to do more than a solid color exterior.
So all told thats a working week and a half on the high end. Still feels like a generous estimate to me but I'm just that way.
Replies
edit: yeah to clarify, I mean you could spend a short time and end up with a so-so looking car, or a really really long time and get a perfect one- but its likely that in a production environment you'll get somewhere inbetween.
I have no experience of building cars, so I can't give any sort of estimate unfortunately.
Junior artists... ehh, their key role can be anything really, from cleaning up existing work to doing a lot of the boring work that nobody else wants to do. Again, depends on a number of factors, where you work, what game you're working on, what the team is like, it could all vary hugely. The key role is always "make art" though, and I'd wager it'd get boring from time to time.
Not sure what you mean by expectations?
@ mop: what i mean by expectations, i mean when you get a job as a junior artist what are the key roles expected of you...but you have basically answered that question....hehe so thanks. but would still love to know how long i should try an complete a car of that level of detail.
Junior artist is usually a learning positions. You may spent more time fixing up little things, testing or just in general smaller set pieces. As MoP, this is all very dependant on where you are and what you're working on. This is a great place to prove how helpful you can be to the team.
So, you really want to be building a 8k-25k poly car and figuring out how long it is to map that (I'd say modeling takes 7 work days from scratch, UVing takes 3 days and actual texturing up to 5 days).
If you are looking at an industry job you have to look at what is being done so people can evaluate your skills correctly.
All of this is just IMHO.
They get it done...
as for a 60,000 poly model, like the others have said it kinda depends on just what techniques you use and how detailed the end model is.
If you want what standards I'd hold to:
Assuming we are talking a full detailed model with interior and mechanical bits, I'd give you 2-3 working days at most to model it.(16-24 hours)
I'd allow 8 hours to uv it. Being as its mechanical it should go faster, especially if you plan ahead and don't just wait till you have a jumble of polys to sort into uv space.
For textureing, it really depends on the level of detail you are shooting for. Stock vehicle or custom airbrush job. Either way I'd shoot for 10 hours on the low end (taking interior leather and trim into account), and say 16-20 on the high end, if you have to do more than a solid color exterior.
So all told thats a working week and a half on the high end. Still feels like a generous estimate to me but I'm just that way.