How long does it take...
by Russell Halliday · in Artist Corner · 10/25/2004 (7:05 pm) · 7 replies
Hey All,
New poster and relatively new Torque user here. Please let me know if I'm in the wrong forum for this. I thought about the management forum, but it seemed to fit better here.
I'm in the process of planning out the execution of a game concept I've been batting around (using Torque, naturally!), and I'm having troubles estimating how long it will take to do the modelling/animations. As I'm a developer by trade, I'm pretty comfortable estimating programming/scripting work. But I have no clue when it comes to artwork.
So, I was wondering if a few of you artists out there would help me out?
Specifically, I'm looking to get a rough feel for how long it would take to:
1) Create a player model in an FPS-style game (say on the order of 3000-4000 polys)?
2) Create the basic run, jump, throw, weapon carry poses/animations for that character?
3) Create a weapon (say about 400 polys?) with associated firing and reloading animations?
4) Using the player model in (1), retexture it to be used as a bot?
Obviously, there are going to be a bunch of provisos and 'that depends' that goes along with all of this, but if I can get even a rough idea, I'll be an order of magnitude closer than I am now, I'd guess. :-) Also note that it is just the creation of the assets into Torque-friendly formats that I'm after - I've got rough estimates for integrating the assets into the game itself already.
Any help you folks could provide would be greatly appreciated!
Cheers,
Russ
New poster and relatively new Torque user here. Please let me know if I'm in the wrong forum for this. I thought about the management forum, but it seemed to fit better here.
I'm in the process of planning out the execution of a game concept I've been batting around (using Torque, naturally!), and I'm having troubles estimating how long it will take to do the modelling/animations. As I'm a developer by trade, I'm pretty comfortable estimating programming/scripting work. But I have no clue when it comes to artwork.
So, I was wondering if a few of you artists out there would help me out?
Specifically, I'm looking to get a rough feel for how long it would take to:
1) Create a player model in an FPS-style game (say on the order of 3000-4000 polys)?
2) Create the basic run, jump, throw, weapon carry poses/animations for that character?
3) Create a weapon (say about 400 polys?) with associated firing and reloading animations?
4) Using the player model in (1), retexture it to be used as a bot?
Obviously, there are going to be a bunch of provisos and 'that depends' that goes along with all of this, but if I can get even a rough idea, I'll be an order of magnitude closer than I am now, I'd guess. :-) Also note that it is just the creation of the assets into Torque-friendly formats that I'm after - I've got rough estimates for integrating the assets into the game itself already.
Any help you folks could provide would be greatly appreciated!
Cheers,
Russ
#2
I'm assuming for now that I would have access to a modeller who isn't a rank beginner like me, but doesn't have Unreal 3 on his/her resume, either. ;-) In other words, I'm assuming average ability and experience.
Thanks for such a quick response!
Cheers,
Russ
10/25/2004 (7:37 pm)
Thanks, Matt - that does help a lot.I'm assuming for now that I would have access to a modeller who isn't a rank beginner like me, but doesn't have Unreal 3 on his/her resume, either. ;-) In other words, I'm assuming average ability and experience.
Thanks for such a quick response!
Cheers,
Russ
#3
1-2.5 days for the mesh, .5 days to unwrap.. 1-3 days for texture, 1 to rig and test, and then 2-4 days for the animation.. .5- 1 day to export, detail levels, test, etc...
it can be done faster.. can take longer.. really depends on a lot of issues.. chief one being complexity of design and clarity of what the finsihed product should look like (good concepts speed things up a great deal)
10/25/2004 (7:43 pm)
Depending on design of character and quality sought, someone who knows what they are doing should be albe to get the whole thing done in about 2 weeks.1-2.5 days for the mesh, .5 days to unwrap.. 1-3 days for texture, 1 to rig and test, and then 2-4 days for the animation.. .5- 1 day to export, detail levels, test, etc...
it can be done faster.. can take longer.. really depends on a lot of issues.. chief one being complexity of design and clarity of what the finsihed product should look like (good concepts speed things up a great deal)
#4
I also agree wholeheartedly on clarifying the design up-front. As a software developer, I'm well aware of how much thrashing can be caused by not being clear with the requirements from the start. I can't imagine it being any different with artwork.
Thanks for the responses, guys - that helps a lot!
Cheers,
Russ
10/26/2004 (4:32 am)
Thanks, Joe - that's exactly the type of information I was hoping for. I had estimated about 100 hours (assuming 40-ish hour weeks, a little higher than your estimate) for the player model, and scaled everything down from there. I'm glad to see I wasn't completely out of the ballpark.I also agree wholeheartedly on clarifying the design up-front. As a software developer, I'm well aware of how much thrashing can be caused by not being clear with the requirements from the start. I can't imagine it being any different with artwork.
Thanks for the responses, guys - that helps a lot!
Cheers,
Russ
#5
whats your definition of a day? Mine is from wakeup to goto sleep.
10/26/2004 (4:50 am)
Dang, no wonder there isnt many torque models floating around, 5 days for a pro to get a model done, its going to take a newb a month.whats your definition of a day? Mine is from wakeup to goto sleep.
#6
Animation is different, if you got a guy who knows how to use the same bones and rig for each model animation could be a matter of hours. It all depends on how you approach the game design in general.
I hope that helps.
Paul
10/26/2004 (7:50 am)
To concept design, model, unwrap and skin it takes me about a week. Each day having about 4 hours to work on it. Now if someone were to work about 8 hours a day or more it would take about 2 days maybe, it's hard to stop in the middle and get your grove back. I've only been modeling for about a year so, a pro might be able to knock one out in a good day or two. Like they said above it all depends on the modeler.Animation is different, if you got a guy who knows how to use the same bones and rig for each model animation could be a matter of hours. It all depends on how you approach the game design in general.
I hope that helps.
Paul
#7
While I plan to get into a little modelling, I will be trying to contract out for help on this - there's enough in my project that I'd never get it done if I tried to do it all myself.
Thanks again!
Cheers,
Russ
10/26/2004 (8:55 am)
Thanks very much, everyone, for your responses!While I plan to get into a little modelling, I will be trying to contract out for help on this - there's enough in my project that I'd never get it done if I tried to do it all myself.
Thanks again!
Cheers,
Russ
Torque Owner Matthew Jones
The weapon is about the same story. I would say anywhere from a day to week. Depending.........
Hope that helps some.
Matt