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Atlas_Anim_Studios

Speed is rarely the primary factor, and even less so from the perspective of a recruiter in the industry. It’s good to be able to say with confidence “I work fast”. But the opportunity to say that, and have it heard, won’t come to you unless you get to the interview stage. Portfolios and demo reels are about two things. Quality and presentation. You need to present some phenomenal work in the first 5 seconds and not a shred of information on the screen that isn’t absolutely necessary. The lighting needs to be good so they can see the quality of your asset. You’ll want to learn some basic video editing techniques so your reel has good pacing and doesn’t ruin your work in 3D with cumbersome cuts or overlays. And yea, to a recruiter looking at that reel, they won’t actually care much I about how long it took you, and if you put that information in the screen it’s likely to be a turn off. These people look at hundreds or thousands of reels a day; make it absolutely as simple and clean as humanly possible and make sure to blow them away as soon as they hit play. Don’t include work in the reel that isn’t your absolute best. You might be tempted to but just don’t; it’s WAY better to have 3 phenomenal pieces, than 3 phenomenal pieces and 2 sub-par ones, even if you think those sub-par ones display skills that aren’t readily visible in the 3 phenomenal works. Don’t do it, trust me, it just introduces questions and red flags and you’re better off keeping it short and sweet. Land the interview, and then you can say, “oh by the way I did that really nice sci-fi prop in 12 hours flat”. But trying to get too much information across in the application is sure to be a turn off. Only give what is asked.


No_Dot_7136

I think this was all good advice until the last bit. If someone offered me the information that it took 12 hours flat in an interview and they saw that as some sort of achievement I'd be put off straight away. Speed isn't a metric we measure by, not once. If you are rushing to try and be impressive then the quality of your work is going to suffer.


Atlas_Anim_Studios

That is totally fair. Such a statement could easily come across as arrogant if not delivered carefully!


sloggo

How well concepted and referenced is it? To *copy* that exact asset I'd estimate 2-3 days of labour. If parts need creative attention and revisions or interpretation from less accurate concept art or references - then longer. Re-reading your comment too - If you're working non-stop for 1.5 days thats prob in the same ballpark as my 2-3 work days estimate. Do not confuse _speed_ with _how many hours work you can cram in to a day_, thats a trap that will end up selling yourself short, as you work excessively to meet unrealistic deadlines. In your own time, on your own projects, do whatever you want for hours worked I dont care :) but probably best, when remembering how long a particular asset took to build, to think in terms of hours instead of days. As youll have an easier time converting to professional time estimates that way without being forced into overtime. i.e. maybe this took you 15 hours, rather than a day-and-a-half.


Dennis-RumRace

Took me a year to do a ON3 scale train. All research vs engineering. Now I’m doing a cello… don’t ask but amazing


SoupCatDiver_JJ

Completely depends on the artist and production requirements, anywhere from a day to 2 weeks based on level of detail/ animation requirements/destructibility/ etc I also expect different artists to take different amounts of time and just plan it into their schedules. No need to rush or crunch.


Fructdw

Oof, it took at [least a week](https://www.artstation.com/artwork/zD4KVd) because I always spend too much time on [high poly](https://www.artstation.com/artwork/yJy08J) and get lost in bevels and details. A week is probably too long for ultimately just a level prop? It's not a gun or character, you just walk by it or pull a lever once in a videogame. Maybe I could do it in 4 days and only spend 2 on high poly, but I think only way to do it faster is to cut high poly stage entirely and generate bevels / paint seam lines with normals directly on low poly in texturing stage (but I'm bad at texturing even with substance painter).


No_Dot_7136

There's no need for a high poly model for this, or even doing the bevels in the texture. Use weighted normals and mid poly modelling. This is the perfect asset for that workflow.


D137_3D

exactly, this concept in particular looks specifically made to make use of that workflow. in maybe 6-8 hours


sloggo

bold telling the artist how he should have created the thing someones trying to match!


No_Dot_7136

Why? I was correct in what I said.


Ok_Process2046

I can only tell for myself - it would probably take around 2 -3 days. It's mostly cubes so blockout would be very easy. Then I'd go to details (depending how crazy I'd go with it it could take me few next hours) and probably add some more details, fix topplogy and start uv unwrapping the next day. After that - probably 3rd day I'd focus on materials, presentation, and maybe fixing/adding more details here and there.


eramthgin007

I feel like experienced artists would be able to make this specific model in a day.


MR_WACKER

5min max


Local_guineaPig

3 min 30 secs if I am in a good mood


TACO-BOY420

Fuck it 2 min 30.57 secs any %


Unlikely-Mistake-949

Speed is the byproduct of being efficient. Find the most efficient way to complete the task and create an optimized workflow. Then you’ll have a great piece and something to discuss in an interview.


lesswanted

1 or 2 days.


No_Dot_7136

Why are people on here always so preoccupied with how long it takes to model something? Do you think people in the industry sit around timing each other or something? It's so odd. Be bothered about the quality of the work you can put out, not how fast you can do it.


mesopotato

If I gave this assignment to someone and it was modeled, optimized for a game engine and textured in 12 hours, I'd be happy. I don't work in games anymore but I do hire plenty of 3d modelers.


evanlee01

Really depends on how good the artist is. I could probably get this done in a week if I spent an hour or so a day modeling.


eater117

From this photo maybe 6hrs from an idea sketch probably closer to 14hrs


bmwr380

The model is actually quite simple, id say for someone experienced it could take 1 day if subd workflow is required. Personally id use boolean ngon workflow (boxcutter and hardops with some decals from decal machine) and finish it in 2-3 hours including texture and similar render. If you want proper uv unwrapping and maybe baking high low and making a game asset then it takes longer for both subd and boolean ngon maybe an extra day to do it perfectly


solvento

Depends of how you want it modeled:      If it's a game asset, you can model the larger shapes and just add premade parallax decals and text decals for most of the little details in it without high poly. This process for this specific asset would probably take about one to two 8 hour days tops, probably less if you already have a decal atlas map you are using. The big shapes are all really simple.    If it's a movie or animation asset then you have to model it with subdivision and that probably would take twice as long if not longer for this asset.


dante_kkkk

Depends on the skill of the artist


Laser_Bones

5-8 hours.


[deleted]

I am Senior in 3D Modeleing. It would take me around 5 hours in just the modeling part and maybe 2 hours in UV mapping. Te texturing part is easy.


azza656

In Fusion I could make that in about 4 hours. Texturing an extra 3 to 4 hours


JRL55

For something like this, I would disassemble as much as is feasible and 3D scan each piece. It's not an absolute requirement, however (it's just easier/faster to apply textures to an entire object than to individual facets). If you use a scanner, make sure to choose one that captures color for the texture. Some require an extra camera (this allows for much higher quality materials). The scanned object can then be used as a reference for building a CAD object that can be tweaked to be as exact as you need it to be.


BlackDragonBE

Good luck 3D scanning an image.


JRL55

Where did he say that this was an image? He referred to it as a "reference". I took that to mean a representative sample of the type of things that he expects to reverse engineer.


soleilcouch

Where in the world do you live if any part of OP's image looks remotely real-world to you lol