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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

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#1
10/25/2004 (7:29 pm)
Would really depend on the artist you end up with. Some Can do a Character model painted, rigged and exported within a couple of days. Others might take week or even 2. The poly Count is pretty high so it might be even a little longer in some cases.
The weapon is about the same story. I would say anywhere from a day to week. Depending.........

Hope that helps some.

Matt
#2
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
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
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
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
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
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