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How to prepare for a quote? What to expect? (Forums : 3D Modeling & Animating : How to prepare for a quote? What to expect?) Locked
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Feb 2 2017 Anchor

I'm trying to save up for a couple of custom main characters for a 3D Indie game I'm developing because I want to have something better to present than an asset-flipped warrior...

At the same time I don't want to waste the time of too many freelancers, just to find that their quoted prices are above what I can currently afford, or in the other end of the spectrum being unsure whether they can even deliver a satisfactory result.

So - what should I, as a programmer, educate myself in to better understand the process and somehow get an idea of how much time a skilled 3D artist needs to create a model? And how do I learn to communicate what it is I really want?



Feb 4 2017 Anchor

Well to make a 3D model first you need references, ideas and most usefully character rotations. After having the reference work available, we would need to know more about the mode in order to get the topography down. Whats the target poly count, what are some things this character will need to do, these ideas need to be implemented in the modeling stage. Example of this would be edge loops, loops that need to be placed around limps moving features. Basically the topography and way the edges flow into each other should resemble how real world muscles are built, so it can move and deform correctly.

Example Link;

After we have the basics, the model needs to begin to be carved out to look more like the reference and character rotations, fitting the art style and giving the proportional appearances of the art style that will be used. If the character is going to be wearing clothes, most often times the easiest thing for the engine is to create multiple models and then shuffle through them, rather then layering objects over each other. After the basic model is done, depending on how realistic the final product needs to be, it can imported into a mud box program and all the little details and the normal map can be created, this type of modeling is very different then traditional types and needs a different skill set. After the modeling is finished, the character still needs to be textured, have a skeleton built and the mesh rigged to it, animated and exported.

Based entirely on your needs and the use of the model, each step can take from 1 to 60 hours to complete (60 may be a bit high but experience of the artist needs to be taken into account). I am talking about hours sitting down and working it, not business hours. So yes, quotes may seem high but if you were to download a free program and try to accomplish the same thing yourself you may end up being very willing to pay the fees.

You can try Blender, it works very well, it can do a lot of whats listed above and its free

Blender.org



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Im rooting for you, we're all in this together.

Feb 4 2017 Anchor

Thanks - that was really a big help.

I suppose you can fork out after each step to create variants of the same model with different degrees of similarity and save a lot of time if you wanted several models? Would the intermediate models typically be part of the deliveries - or could you expect the artist to take care of them so he/she can create similar models at a later time?

What kind of customizations could I expect an artist to be able to make to an existing rigged model (perhaps one bought from the Unity Asset Store)? Would an artist be insulted by such a request? Is it a bit of a mess trying to work with a model from someone else without access to the original sculpt? I'm thinking in particular about new faces for models with separate face meshes, new armor pieces (separate character models for clothing would not be feasible for me since I need to be able to change accessories independently).

PS - There's a difference between willing and able:) But I do recognize what it takes to create rigged models. I tried Blender but quickly lost my temper - and no matter how much dedication and patience you have it also comes down to talent I believe.


Edited by: DirePrism

Feb 4 2017 Anchor

For the variation of models, that would have to be specified at the beginning of the contract / agreement. But for most of these steps its not very hard to branch off and make something else once the majority of the ground work has been made.

The problem with modifying previously existed and rigged, is that the model has to be frozen (un-rigged), the changes have to be made before updating the texture and re-rigging the model to the skeleton. Some may be upset about it, but more problems would be with them modifying it. It may not fit their style of modeling and changing someone else's work can be frustrating. Think what it would be like if you were given a code that's 75% done, but things need to be rewritten and changed. In someone cases its just easier to start from scratch rather then working off something else .

I think this comic describes it nicely

For adding armour, in some cases (lets go with shoulder pads because their easy) it can just be modeled and then attached to a bone. That way no matter what animation you load, as long as the shoulder works as expected, the armour should to. Other cases, were the armour needs to bend and move with the body (think torso, legs) it will need to be rigged to the skeleton as well. It shouldn't be too hard for a modeller to go back and change / create new models that they themselves have created that also fit the style.

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Im rooting for you, we're all in this together.

Feb 5 2017 Anchor

The thing is, you can actually use some models you purchase from 3d stores as a base to build upon. I myself, have been doing this so I don't drop 500-1000 dollars on hiring labor. Yes, it causes me to learn a whole bunch of things. I've found ways to build upon it though with Blender. There is alot of solutions thanks to people working together.


If you have any questions about where to find some quick solutions on getting rigs up, send me a message.

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