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zulu

Hours to Build Model

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How many hours (I know this will be a rough estimate) does it take to build a reasonably detailed army tank? Not every rivet, but good basic shape, aux. machine guns basic shapes, individual wheels but not tracks, hatches that can be opened but not insides, and turrets and guns that can turn. The model would be equivalent top one used for a real-time PC game. So I guess 2000 faces/polys. Including a single detailed (2048x2048) texture map? Realistic estimate would be appreciated - this is just need to know, ballpark figure. We have bosses that people can do it in 2 hours, someone else says 40 hours, and someone else 80 hours! So you can see I'm confused. just want to get an idea whose closest. Thanks.

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2-4 hours. Depends on how much the person knows what they're doing and how fast they can get the job done. Basically, they know what they're doing from experience of making similar models before, and how fast they can get the job done lies in their talent of being able to visualize in their head how to get the job done in the first place.

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3-5 hours modeling
30min. - 1 hour unwrap
2-3 hours texture.

5.5 - 9 hours total

Thats the best I can do, it all depends on the modeler and program. No one can really say for sure

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It'll likely take more than 9 hours. It'll depend alot on the modeller and how much experience they have and backup systems.
4-6 hours a good estimate for modelling and UVwrapping (I'd also allocate alot more than 2000 faces... look at art similar to the game you're doing, or from the game your modding, to get estimates).
Texturing will depend on a few things: where is he getting his base textures? Reference? Dirt maps? Size? If he's doing everything by hand on a 2048x2048 texture, it'll take a couple days probably (15-20 hours?). If he's on a 1024 texture and is using a texture CD, could be 2-4 hours.
Do they know how to set things up to get inengine? How are the treads/wheels/turrets rigged? Is this their first model or their tenth (already having 9 working ingame is different from just having modelled 9 things)?
It may be wise to spend a while collecting basic sheet metal textures, reference photos, coming up with a palette, etc., to give to all your artists, it will make their job easier and their art more coherent. And it would be wise to have them working on less important things first (but also less fun) to get aquainted with the engine, so the important things come out right.
Also don't forget Level of Detail models, which for mechanical objects are often a real pain.

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Quote:
Original post by slowpid
3-5 hours modeling
30min. - 1 hour unwrap
2-3 hours texture.

5.5 - 9 hours total

Thats the best I can do, it all depends on the modeler and program. No one can really say for sure



I'd go with this almost exactly. The only thing I would add to it is if there are going to be any special setups needed to define the model as a vehicle. Certain game engines have certain special things to do.

Scott

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UV unwrapping is a tedious job. So is building proper single-continuous meshes (which is important in games for eliminating overdraw and z-fighting). You need to find some documentation or example pictures. Then there is the texture to be produced, just sketching something up in Photoshop won't cut it. Tweak here, smooth there, collapse some edges, all in all I'd say at least 2 or 3 days.

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I think you all are over-estimating a lot. I can build an entire 2000+ poly character and refine it in barely more than 2 hours, and I've only been working with 3D Art for less than 5 years. A tank would most likely require less refining than you'd think considering it's general shape, and with any professional it would take less than 2, maybe 20 minutes to unwrap it(again, think of it's shape), and texturing it might take another 2 hours max.

It would only take more than 6 or so hours if the people in question were beginners in a sense to vehicle modelling.

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And how long would it take you to texture one of your 2000 poly characters. 2000 polies is not alot at all and I wouldn't be skeptical about your 2 hour modelling timeframe, but you don't include unwrapping and texturing and binding.
There's no way to unwrap a tank in 20 minutes.... in fact, I'd dare say you could unwrap a nude model faster than a mechanical object. Just your decision making on where to repeat, what to shrink, etc., would take 20 minutes.
Let's say your right, are you saying it took a single artist a single week to build every model on that website? NOW do you see how ridiculous your estimate sounds?

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My opinion: Final game art, with LODs (or PLOD friendly, depending on engine), that passes several art revisions and QA, and then actually works in a game engine, would be on the order of two weeks for that kind of model, if you built it from scratch. Might be hard to get the detail you want in 2,000 polys, though, unless you use normal maps.

Clearly, you can make this a lot faster if you have a lower quality bar, or start from an already built model, or have good texture reference, etc. If you can buy something suitable on Turbo Squid, then it'll take 5 minutes.

With art, it's not so much "how long will it take," it's more "what do I get when putting in amount X of time." You can work on a model forever and make it really, really great. You can also bang something out in an afternoon to have a placeholder in game. If nobody notices it's quick-and-dirty, then your time is likely better spent on other things.

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Quote:
Original post by Professor420
single artist



The OP did not mention how many people were to produce the model, so I assumed multipul people would work on it. The average Jack-of-all-trades isn't too great or extremely efficient at what they do in my experience

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I'd definately suggest closer to professor420s estimate. *accurately modelling a specific model of tank, paying proper attention to detail and proportions, could easily go over that 9 hours. It might take 6 if you were just given the brief 'make something that looks like a tank'

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Quote:
Original post by Zephir62
The OP did not mention how many people were to produce the model, so I assumed multipul people would work on it. The average Jack-of-all-trades isn't too great or extremely efficient at what they do in my experience


Even a seperate modeller/unwrapper, texture artist, and rigger couldn't build a model to the provided specs (to look like a MoH:AA tank) in 6 hours. Its just not possible, any industry professional will tell you the same thing. Hplus is on in his analysis. I'd allocate at least a week or week and a half for that model.

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