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How long does this take for a decently good 3D artist to conjure

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Thread replies: 131
Thread images: 24

How long does this take for a decently good 3D artist to conjure up? Granted the idea was already drawn on paper and they knew what they wanted and just had to put in the work.
>>
Two full days, and probably one more day of going back and fixing everything the artist didn't notice until it was finished.

So about 36 hours is my estimate
>>
decently good? id say about 2 weeks
a very good artist is more like 1-2 days
>>
>>546920


Just to clarify....

Is this 36 hours of accumulated work time? Or 3 days of 8 hour shifts work time?
>>
8 hours
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>>546922
2 hours if you actually care about getting a job.
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>>546922
3 days of 12 hour shifts
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>>546927
>2 hours if you actually care about getting a job.

Yeah, no.

>>546932
>3 days of 12 hour shifts
This is in the ballpark.
>>
>>546919

Most of the work done for companies like Games Workshop and Privateer Press can take up to 2 weeks (sometimes longer), then after that several more days of corrections/modifications.

You can speed up your sculpting by creating a library of premade parts that are used frequently, like skulls, pouches, scrolls etc. Both GW and PP do this and it can shave off a bit of time and also keep models within the range consistent.
>>
>>546932
only if no changes are required
>>546956
this is a good answer too
>>
Depends on what you're using in my experience. It's about a week long job if you're diligently working on it 4 hours or so a day.

Add a few hours in your using blender
Maybe save a few hours using Zbrush unless it fucks something up.
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>>546934
>3x12 = 36 hours

Unless you're talking about fully modeled/rigged/textured/animated/completly implemented in your game or movie at production level quality whilst being a paraplegic then there's no reason you shouldn't be able to do this in a day.
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>>547253

Sure, if by a day you mean 24 hours
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>>547253
holy fuck, how noob can you be
you obviously have no clue of how long it takes to produce actual top quality work
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>>547253
>>
>>546919
Fully textured and rigged model from absolute zero takes a week (7 days) to make.
I´m talking about decimated polygon solution, perfect texture, fixed hips/armpits/fat/muscles stretching for all and any position, fully facial deformations and expression system, ready to be inserted inside the movie/game/whathever.
>>
>>547279
modelling and rigging are separate teams mate
>>
1000 hours, its like 4 years of doing something every second day more or less.
>>
>>546919
Smart studios have 2-5 artists on the model. A lead artist makes a base model. Another targets the head, one targets the weapons and armor, one targets sculpting, and another checks and fix the model to meet tech specs.

This should take about a few hours. No joke. That's how the profashionals do it--TEAMWORK
>>
>>547255
>>547256
>>547257
People who don't have jobs: The Thread
>>
I would have thought like 1-2 months, but I don't do 3d graphics.
How is my estimate? I don't believe the posts about it taking a day.
>>
>>547368
The question was for one 3D artist, not a whole team

The artist who made the model in OP used Zbrush and every piece of fur and hair was a separate object:

https://www.artstation.com/artwork/vmXEa

Nevermind that the thing hasn't even been retopo'd, there's no way one guy can do it in less than one day.
>>
>>547419
>here's no way one guy can do it in less than one day.
git gud
>>
>>547419
I know a guy who works at Ubi and they expect him to make 20 character models per week
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>>547425
Pic related, one of the character models he had to make.
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>>547425
Yeah well my uncle works at nintendo and he says you're a faggot
>>
>>546919

Actual professional here...

Everyone is clearly guessing. There is no answer. Depends on the artist obviously but more it will depend on how many people are on it, how rushed they are, what's the end platform? Do polys matter in the end result? How talented is the artist? (Or how fast more to the point)

I suppose, in my experience working at Double Negative for 4 years as a junior modeller, the seniors would take about 3 shifts for the sculpt then a shift for retopo and unwrap... On average...

If it's a crowd element or background thing then a day or two for everything. Again, it depends...
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>>546956

This is accurate, at least as far as war-game miniature companies go.

Models for games like these don't need any type of animation or rigging, UVs or textures, but they are very high-poly models and need to be separated into parts for moldmaking.

Most sculptors don't have moldmaking experience, so that part is left up to the people in manufacturing usually.

Spending a month on one model isn't unusual in this case.
>>
>>547429
>4 years as a junior modeller, t
>4 years as a fucking junior

everyone is laughing at you
>>
>>547434
yeah, fuck him for holding a stable job for four years
meanwhile I can't even get an unpaid internship
>>
In production?
this has a lot of parts, but is relativity bare on any detail and a lot of repeated parts no texture
assuming you know what you doing
2 days to block out, 2 days to clean up ad you can fuck around from here with the details, if you go over 2 weeks you should really improve your workflow

basically this >>546956

>>547419
you can literally ask him, he even gives a facebook link
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>>547429
>the seniors would take about 3 shifts for the sculpt then a shift for retopo and unwrap... On average...
They would work on a model in shifts?
Thats the most fucking retarded thing i ever heard.
Jesus, where do you work?
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>>547437
Chengdu.
>>
>>547435
never do unpaid internships in this industry,

-anon
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>>547368
joke's on you, i ad in a very successful company

the fact is, if you think great 3D characters are supposed to be completed in a single day, you're either shit-tier or a boring troll
>>
>>547429
hey anon, don't listen to the other fuckface plebs in this thread, what you say is actually relevant and reflects how the industry works
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>>547447
I work in the industry, AAA release, and I can tell you that method is a bottleneck. That's not how pros work, we don't sit around waiting for some "junior modeler" to model a character in multiple sittings. That's stupid, the team needs something to work with ASAP.

That guy is doing some slow-ass/half-ass method they do at indie studios or shit places that churn-out clickbait games. Loser.
>>
>>547466
i too work on AAA stuff, we must have different approach to reach our goals then. the size of the team probably influences that
>>
>>547468
You probably work with or for cucks, that's why you're so slow.
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>>547469
fine, if you want to be an asshole about it, keep living in your little douche bubble
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>>547471
ᶜᶸᶜᵏ
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>>547253
get a load of this screwed up mess. try to not kill yourself
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>>547466
>>547472
>>547469
>>547290
>>547253

quality /3/ shitposting

and people wonder why this place is dead when we are flooded with children from /b/
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>>547479
this
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>>547437
Can you read? Three shifts means a measure of time, not a hand-off. He also said where he works in the post you quoted.
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>>547429
thanks anon!
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>>547253
>able to do this in a day
>mfw

whatt the fuck hahahhahaha
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>>547290
stop fucking b8ing lmao
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>>547992
>Three shifts means a measure of time,
Yeah?
And how much is a shift?
8 hours? Then why not say a day, or a work day, since nobody anywhere measures time in shifts.
Or can a shift be longer, like 10 hours? Or less, like 6? Then the whole measuring system is even more worthless.

Ad no shit he said the name, its a saying.
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>>548315
>since nobody anywhere measures time in shifts.

Hello mister "I have worked at exactly one job my entire adult life"

Elsewhere it's common to say "a shift" if you worked on something for a day.
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>>548355
its not commonspeak m8
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>>548306
um...
https://www.youtube.com/watch?v=dpiCIfuVklg
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>>548355
never heard of this before

they call all soda "coke" out there too?
>>
>>548362
pop
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>>548315
holy kek this fucker didnt actually know what's a work shift hahahhaa
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>>548361
the level of quality and polish is FAR from the one OP posted though, so this is not super relevant...
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>>547443
gotta start somewhere. never say never.

at least he's got something relevant to put on a resume. it all comes down to experience.
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>>548367
I've worked 12 hour shifts. I've worked 4 hour shifts. I've worked 8 hour day jobs. a work shift isn't a set unit of time.
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>>548315
>>548356
>>548371
>>
>>548371
that'd be a perfectly good point if we were talking about that level of granularity, but we weren't.

The point to take away is that the modellers would work on the model for multiple days - whether that's six hours or eight doesn't matter.
>>
>>
>>548372
>makes stupid post
>posts damage control when shown how retarded he is
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>>546919
Do people really think this looks good? He looks like he can barely move.
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>>548361
wtf! That's actually pretty decent. Please share how many hours it took (any preparations?). Could you give me an idea how much does an artist like this cost to a AAA company to hire?

Thanks man, it's a good work
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>>548385
niga do u know what u fucking with
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>>546920
Two work days, assuming rigging and animation can be done in a quick and effective fashion.
Then again, sculpting for figurines is a entirely different game.
>>
>>548361
blender is like that quiet kid that all the popular people make fun of.

little do they know the quiet kid is fucking their mothers, sisters, grandmothers and they LIKE IT.
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>>548361
i could feel my soul float up to heaven watching this
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>>548373
>So how long will it take you?
>Multiple days.
>Yeah, but how many days.
>Like multiple ones.
>Is that closer to 2, 20 or to 200?
>Its more than one, like, multiple.

You see?
Whats the fucking point of such discussion, if you have nothing valuable to say just dont reply.
Good luck trying to learn anything this way.
>>
>>548582
ill try to give a straight answer.
it depends on the artists speed (some artists like to hang up on detail which is good, others put shit together really fast)
and the other factor which is the library of brushes and tools they have which can accelerate the work or even reduce the worktime by half.
all in all just give the artist some breathing room and don't pester him with schedule and you will get what you want
>>
>>548583
honestly its made up of really simple shapes. If you cant make it in 8 hours then you must have been masturbating or something.
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>>548584
>yeah my nephew's neighbor knows computers, he could do that for cheap!, the post
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>>548361
Congratulations, he made the equivalent of a digital statue in 4 hours at least, probably closer to 7. It's hardly finessed, which defeats the purpose of zbrush, it's useless for rigging, and is hardly even a model to begin with. If this was going to be used for anything in ANY kind of production it would take more time to fix this than it would to start over in Maya and build this thing. For one he used a shit ass reference photo and winged the rest of it. But I didn't expect to find anything better than hobbyist level zbrush faggots here anyway who think zremesher is their god or anything more than a minor aid. The people who say 2 weeks are right in most cases, and unless you hired a generalist in a pinch, to do one asset to that quality, assuming you mean rigged properly and modelled properly, from an actual character sheet with real reference, the ops question is irrelevant because we have fucking pipelines for a reason, and be it for film or a game this asset would change hands several times.
>>
I don't have a job in modelling and i started 6 months ago, i would be able to make that in 4 days.
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>>548624
I've been waiting for that reply for so long
God bless you anon
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>>548624
i,m cumm
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>>548624
>>
>>548628
Sculpting/Modelling, not the same thing.
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>>548624
>it's useless for rigging
Good luck telling him that.

https://www.youtube.com/watch?v=wixAwjEdA0k
>>
>>548887
That model is. The only people with the potential to take anything you say seriously are novices who don't know any better. Anyone who's spent more than a month with a real job is laughing at everything you say. The fact that you tried to back up your talk with a zbrush sculpt says more about you than I ever could.
>>
>>548902
The fact that you confuse Blender with Zbrush makes you not look very competent either.
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>>548905
they both do the same thing
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>>548905
In my defense I saw a black and orange UI and made an assumption. The one time I ever loaded up blender it was a white UI. Either way, got me. Sure. My point still stands.
Regardless you're grasping as straws as a sculpt modelled asymettrically, not retopod unwrapped or rigged is basically useless data for anything but looking pretty.
>>
>>548950
I am not grasping as i am another Anon i just wanted to point out the Zbrush/Blender confusion.
>>
>>548905
>>548907
>>548950
>>548958
another great /3/ moment
>>
>>548950
Blender's ui is highly customizable, so you can probably make it look like Zbrush, but you still remain a retard, though.
>>
>>548985
Only one in this whole thread who even acknowledged that one man wouldn't be responsible for this entire character.
>Retard
>>
One thing you have to understand about digital sculpting, especially with wargame miniatures like the OP pic, is that digital sculptors are a dime-a-dozen.

They are everywhere now, so competition is fierce. Most of the sculptors I know that work for companies like GW and PP got their jobs because they had friends that worked there that vouched for them.

Even getting freelance work is hard in that industry since there are so many digital sculptors around now.

Thing is, the reason there are so many is that digital sculpting is much easier than traditional sculpting, so it's easier to pick up and learn. The software also does a lot of the work for you that in a traditional sculpt you'd have to do by hand with lots of skill.
>>
>>549214
what the best type of 3d when it comes to competition/ money? autocad?

t. newfig who started to learn 3d few months ago, learned the basics and enojoys it, would like to make a career of it maybe
>>
>>549936
drafting technology(CAD)/rigging/vfx is where its at

id say vfx is the best option since its used in alot of things
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>>549214
>sculptors are a dime-a-dozen
yeah but the good ones? like 1% of them
it's honestly fucking hard to find good freelancers to work with
>>
>>549936

Most wargame companies, like GW, Warlord and PP use Zbrush for organic work, almost exclusively.

GW was using Geomagic Freeform, but most of their guys use Zbrush now.

For mechanical work, most software will do. The ones I've seen being used the most (in order of most to least) are:

Maya/3DSMax
Rhino
Solidworks
Sketchup

I know a one or two guys that have in the past used Modo and Blender, but they moved on to either Maya or 3DSMax (or Zbrush for organic work).

Zbrush has Zmodeler, but it's tedious as hell compared to Maya/3DSmax.

>>549960
>it's honestly fucking hard to find good freelancers to work with

We've never had trouble finding digital sculptors, they are everywhere now, even the good ones.
>>
>>549960
That's because the good freelancers are tired of being jerked around by idiots, losers, and other screwups who fail to pay. They give up and get hired by some company.
>>
>>550053
this. i can personally testify on that.
>>
>>547279

posts like this are how i know you have zero industry experience
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>>550077

posts like this are how i know you have zero industry experience
>>
>>550078
but you don't industry experience so how would you know anything.
>>
>>550080
because i know posts who call out others without explaining anything are made by bitter, autistic fucknuggets who certainly have nothing better to do than browse 4chan all day to talk shit out of their ass while deluding themselves into thinking they're god's gift
>>
>>550087
post your work or admit you are a babby pretending to be an oldfag.
>>
>>550091
1. you know I'm not gonna post my work and neither are you, the whole point of us making cunty comments under anon is that we can't be identified.

2. I never prentended to be an oldfag, nor do I need to be for my point to be valid, I literally just said the only reason why we're wasting time shitposting on this board is because we're retards, me and you buddy
>>
>>550092
i've already posted my work before, newfag
>>
>>550094
me too
>>
>>550095
you got called out. Time for you to back up your claims.
>>
>>550097
as i've said, i've already posted my work
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>>550101
not itt
>>
>>550102
so? you just need to take my word that it's good
>>
>>550103
name some other things that you believe to be gud
>>
>>550104
picasso, van gogh, lumion, basic shit you know
>>
>>550105
you have poor taste. Why should anyone trust you
>>
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>>550106
you tAKE THAT BACK YOU DIRTY FUCKING DEGENERATE LUMION IS PERFECT 3D ARCHVIZ PROGRAM I WILL HAVE NO ONE SPEAK BADLY OF IT REEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
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>>550106
YOU FUCKING CHROMATIC ABERRATION GET FUCKED BY A PRIMITIVE A MILLION BROKEN UTAH TEAPOTS IN YOUR ANUSSSSS!!!!!!!!!!!!!
>>
>>550107
>>550108
le forced meme newfag
>>
>>550109
le newfag in 2017
get the hell out of here kid, I was on 4chan in 2004 and I'm able to prove it
>>
>>550053
>>549960 here, I meant as an AD in a company, we try a LOT of average or sub-par ppl before finding a good one to work with. Of course you don't wanna get jerked around by clowns

>>550056
me too, its the worst
>>
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>>550105
>lumion
ultimate pleb
>>
>>550080

actually ive been working in VFX industry for 10 years, as a rigging TD

good try though!
>>
>>548362

It's called "pop".
>>
>>548958

Both have thoroughly shitty UIs.
>>
>>549937

Just research your studio first because VFX is the industry most likely to screw you over when it comes time to pay you for your work.
>>
>>549960

The only reason it's "fucking hard" to find any skilled employee is because it's "fucking hard" to find one that will work for the shit wages you are willing to pay.

Swear to god every fucking dickhead I hear complaining about not being able to find workers is trying to pay less than minimum wage and then wondering why people aren't lining up to suck their dicks.
>>
>>548411
Never seen this quiet kid.
>>
>>550546
He's an NTR archetype in hentai drawings.
>>
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>>550371
>implying I pay shit wages
bitch the company I work for pays good money, at least 350USD/day for freelancing, get your shit together
my point still stands, and with that attitude I'm guessing nobody wants to work with you..
>>
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>>550556

>claims he pays $350/day for freelancers
>claims not enough skilled people willing to take the money
>>
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>>550559
>greentexts some shit
>adds nothing
well you were talking out of your ass all along, case closed
>>
>>550648

I'm saying you're obviously full of shit. There are plenty of freelance sculptors with skill that would work for $350 a day. Either your requirements are unrealistic or you are lying about how much you pay your talent.
>>
>>547425
Probably slapping together premade assets
>>
>>546919
Less than a week in my case.
Some models have complex solutions, don´t expect a two-headed character to take the same amount of time of a simple girl.
And i´m talking about a fully rigged, textured, mesh wise one, not a useless heavy poly counted marble statue like in OP´s pic.
>>
>>550656
man why are you so bitter and determined to be right on a situation you know nothing about?
>>
>>550870

Why are you so determined to turn this thread into a house of lies?
>>
>>550870
what is not true about what he said? care to point out?
Thread posts: 131
Thread images: 24


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