Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 11-09-2006 , 01:24 AM
Toxic Bunny's Avatar
Subscriber
Join Date: Jul 2005
Location: South Africa, Johannesburg
Posts: 229

***AVERAGES***!

What is the average time (From Start to Finish)
Modeling/clothing/uv layout/texturing/rigging/posing
an organic character. EG: A cartoon Hedgehog?

Thanks, I just want to find out your averages... so I can compare.


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

<b>Toxic Bunny</b>
# 2 11-09-2006 , 01:31 AM
iron_tick's Avatar
Subscriber
Join Date: Sep 2002
Location: Chicagoland USA
Posts: 719
hahahaha, there is no answer to this. This only invokes more questions.

What is the modelers skill level?
What Level of Detail will the model be at?
Are you using advanced Dynamics?
Are you using Fur?
Are you rendering in Mental Ray?
Are you using Final Gather?
Are you using Photons?
Are you using Dmap shadows?
Are you you trying for Low or High Poly?
Are you using Displacement Maps?
Are you creating large Shader networks?

This isn't even the first series of questions you need to answer..

...do you really want me to continue?
I could write about 3 pages of things that can change your model from a 10 min job to a 10 day job.


<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
</html>
# 3 11-09-2006 , 03:23 AM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
and this, ladies and gentlemen, is a prime example of the site kinda... lagging and causing impatience (pressing the button a crapload of times til it actually sends the post!) in its users user added image


Accept no substitutions.
# 4 11-09-2006 , 02:45 PM
Toxic Bunny's Avatar
Subscriber
Join Date: Jul 2005
Location: South Africa, Johannesburg
Posts: 229

Q&A

Ok, well if these were the facts?

What is the modelers skill level?
Intermediate
What Level of Detail will the model be at?
Medium
Are you using advanced Dynamics?
No
Are you using Fur?
Yes
Are you rendering in Mental Ray?
No
Are you using Final Gather?
No
Are you using Photons?
No
Are you using Dmap shadows?
Yes
Are you you trying for Low or High Poly?
6000 to 10, 000 Polygons
Are you using Displacement Maps?
Yes
Are you creating large Shader networks?
No, Simple
...do you really want me to continue?
Yes
I could write about 3 pages of things that can change your model from a 10 min job to a 10 day job.
Bring it on user added image

Cheerz user added image


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

<b>Toxic Bunny</b>

Last edited by Toxic Bunny; 11-09-2006 at 02:47 PM.
# 5 11-09-2006 , 11:19 PM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
To be honest even with answering these questions, the answer is still... How long is a peice of string?

I would say any where from 24 hours to 1 month, even with a good level of skills when will the concept stage be done, when will the artist be happy with the modelling stage. Then theres th UV layouts and textures, lighting, rendering etc... etc... etc...

The whole process is finished when the artist is satisfied with the results. And I have yet to meet anyone who is 100% happy with any of their own work. You will always strive to go further, improve something here add a little details there...

All I can suggest is set your targets for the project and move on to the next stage at that point, but make them realistic time scales.


Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
# 6 12-09-2006 , 12:52 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I assume you want to know what time frame a professional artist does this in. It does vary.

I'd say two 5-day work weeks is a good average. So, ten 8-9 hour days.

The more cartoony and simple the character, the faster it can be done in. I did a cartoonish, robot Santa Claus (can be seen at my site) in about 5 days with all rigging and animation, lighting, etc.

# 7 12-09-2006 , 01:04 AM
Toxic Bunny's Avatar
Subscriber
Join Date: Jul 2005
Location: South Africa, Johannesburg
Posts: 229

Thank You

I just wanted to get an indication of if my work is on par or am I too slow... I see what you all mean, it is difficult to determine due to different elements in the modeling to animation... I appreciate your posts. thanks
atleast I have some sort of guidline.

Cheers


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

<b>Toxic Bunny</b>
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off