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File: 308 KB, 960x1866, david-letondor-david-letondor-greyfox-960px-zb-v1.jpg [View same] [iqdb] [saucenao] [google]
661279 No.661279 [Reply] [Original]

How long would an employer expect you to work on an individual model? pic related, how long should it take to model for a professional?

>> No.661280

>>661279
probably like a week

>> No.661281

>>661280
How many hours per day? 7 day or 5 day week?

>> No.661297

>>661281
5 days a week obviously unless you're a freelancer or something. The time they expect you to complete models would depend on the studio and whether it's for a film/game/commercial

>> No.661307

>>661279
1 month for a student about 2 weeks professionally.
According to my zbrush professor anyways.

>> No.661309

>>661279
40 hours, then you spend the weekend pissed off because the higher ups decided to cut that character due to nonsense reasons.

>>661307
What is that, 2 days of sculpting 8 days of retopo? I'm kidding, of course.

>> No.661314

are we talking about designing it too? because i take forever deciding on how i'd want certain armor pieces to look.

>> No.661315

>>661314
nope
in a professional environment unless you're __the__ character artist you're usually working off whatever the concept bros fling at you

>> No.661316

>>661315
oh then that'd take no time for me. i kinda wish i could learn more about concept design. how do they pop so much shit out so quickly?

>> No.661317

>>661316
Same way you'd pop out a model in a short amount of time: skill, understanding, and someone breathing down your neck telling you to meet your deadlines. And a little bit of cheating because what matters is not creating the new Mona Lisa but a concept.

>> No.661320

Based on extensive research from watching anime, the game studio doesn't even require you to know any 3D software when you're first hired. They just give you the software manual which you study for a few days and then you are immediately able to model, texture and rig game characters at a professional level of quality.

>> No.661332
File: 36 KB, 400x400, 1544245885572.jpg [View same] [iqdb] [saucenao] [google]
661332

>>661320
Ah I see, out the get a job in the market then!

>> No.661339

>>661281
the work hours of a 3d artist is 5-6 days a week anywhere from 8-12 hours a day

>> No.661357

>>661339
*laughs in European*

>> No.661421

>>661279

A day => 10 hours.

Anyone saying a week is slow. Just need to not be lazy and be smart.

>> No.661423

I'd say around 2 months of 5 day weeks. It's not always about doing things as fast as possible, quality takes longer.

>> No.661451

>>661279
5 full work days is what i would say, maybe 10 if it was supposed to be really clean or if i tried different things.
so 1 to 2 weeks, probably inbtween, lets say 7 work days
the other anon is right, a month for an amateur doing it part time is about right
problem is that in production usually you do multiple variations or changes, so things can drag out

>>661339
who the fuck work 12h a day as a norm, even my medium sized studio has crunch but it it happens once a year or two years when a project is wrapping up since somehow something always breaks 2 weeks from release

>>661423
if i said 2 months where i work i would be out the job, we get 2 months for main characters including different variations or complex clothing, skin pore level detail and fucking retopo bake and basic texturing

>> No.662491

Art director here. Depends of the model but about a week (5days) 8 hours/day. No shading no texture.

>> No.662539

>>661279
2 hole secunts

>> No.665677

>>661279
A day.

>> No.665889

>>661279
bulgarov does one in 4 hours or less

>> No.666082

when making a new game i find it imporant to put thw pressure on my 3d modelers. for a basic game with 6 main characters and say 〜50 other human charcers you have 1 month for the 6 mains and another month for the other 50. for a team of 1. monsthr designs is a similar thing, although the number of differen bckground monsters is way lower.

>> No.666083

>>661279
I don't get the armor design. How is he supposed to move his arms up?

>> No.666095

>>661320
>They just give you the software manual which you study for a few days and then you are immediately able to model, texture and rig game characters at a professional level of quality.
if only it were that easy.

>> No.666141

>>661279
>>661451
I'd also say it depends on whether you have a reference or not, if you know exactly what you are making, like perhaps a variation of an existing model might take a few hours, while something high detailed for like a render but with little to no reference could Definitely take up to 10 days for sure. Also if character design is like your specialty in a large studio, or if you are more of a jack of all trades that works on everything would change it too. Also depends on if you are doing texturing or not too which I'm assuming you are also including.

>> No.666339

>>661279
The high-res sculpture takes at least a week depending on complexity. Usually 2-3 weeks. That's just the sculpture. Then you gotta make a lowpoly version. Then bake everything. If you're a character artist you might even texture it, using a library of stuff from the texture people. If it's a small company you'll have to do it all yourself. So you're talking a month, at least, for a high-quality player character. Overwatch skins take a month and that's with the characters already designed, modeled, and rigged. You're just making a costume for them. It's probably less time for a non sci-fi design. Just a dude in army clothes or something would probably take a third or half of the time.

>> No.666359

>>666083
he doesent need to

>> No.666397

>>666083
The armor covering his delts are made out of foam, he's not actually mech-ninja but a LARP'r.

>> No.666771

its almost as if you took the crysis suit and made it worse

>> No.666812

>>666771
That is Gray Fox anon, a character from the 1998 video game Metal Gear Solid .


Crysis (2007) clearly stole/borrowed a lot from Gray Fox since his image was well known at the time.
But Gray Fox too is a derivative design stolen/borrowed/inspired, in large part I believe from the 1987 work 'Bubblegum Crisis', which in turn derived it's design from even earlier works.

No matter what suit-designs like this will all end up similar because they place mechanical panelization ontop of human muscle groups.

>> No.667107

>>661320
I wish I was the cat

>> No.667266

>>665889

Vitaly is an extreme outlier. No one is even close to him in terms of efficency.

>> No.667267

>>665889
>>667266

He's that fast? Perhaps he should slow down and think things through then. His work is impressive in terms of fidelity but most of his surfaces are unappealing and stressed, like them bayformers, the designs are lost in the details.

That guy could probably make some really memorable things if he cut back on the kitbashing.

>> No.668372

>>667267


Massive cope.

>> No.668387

>>661279
the bulge needs to be bigger

>> No.671676

>>661279
For a character model? Up to 2-3 weeks. It depends on the level of topology, rigging for animations, and so on.

Something like a pet that isn't as detailed, like a week.

If you're talking just the model? Lmao maybe 2 days. Do studios even hire people who JUST do models? In theory it might be better to have someone who is good at unwrapping do unwrapping, and good at rigging do rigging, but the problem is that if you suck at unwrapping and rigging then you wind up making really shitty topo.

>> No.671864

>>661320
ahhahahahaahhahha

>> No.671873
File: 74 KB, 540x540, 1548696796728.jpg [View same] [iqdb] [saucenao] [google]
671873

>>661320
everything in this is so, sooo wrong

>> No.671884

>>668372
not him, but i'm not impressed by generic bashed boolean paneled sci-fi shit either

>> No.675168

>>671873
>poe's law