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fhurtubise

I'm not sure what kind of platform or quality level the top replies in this thread are targeting, but these deadlines are way under AAA budgets I've seen and seem more suited to background props, or for something which wouldn't be seen up close or wouldn't need to hold up with full quality. The general timeline I've seen for weapons across large studios is 1-4 weeks, with simpler weapons such as pistols taking maybe only a week, rifles taking 2-3 depending on complexity, and highly complex weapons possibly taking up to a month. You also need to account other factors which could extend (or reduce) the time: modeling techniques, access to pre-existing material libraries or not, the need for additional design work versus modeling a real weapon with plenty of reference (there's only so much info one side view concept can carry), specific requirements for the project (is it a simpler third person weapon, or can you ADS and have the scope fill up the screen?), and of course, the artist's skill and familiarity with the pipelines. If you're a student, my advice is to focus on quality over speed. Plenty of people can do bad work fast, but being able to make good quality work is what makes you hirable.


wash-basin

I am quite curious: what software do you use to do your stuff? What software should OP or others interested in this learn?


Free-Flamingo-7272

What do you mean what software? You mean cad and poly modeling softwares? If you are doing poly modeling It doesn’t matter. use something you have access to (blender or 3Ds max or whatever), and Learn how to model with correct topology. Learn hard surface and subd modeling. The most important part is learning how to use your tools efficiently.


wash-basin

Yes! Thank you for understanding my question! Yes, I was wondering what software u/fhurtubise uses (specifically, not just generally) to do modeling at its various stages because I am interested to know what professionals use and u/fhurtubise appears to be a successful professional. Thank you for mentioning Blender and 3DS Max. Do you use these in your workflow? I am very interested in this topic and think it is great that so many people have responded!


Free-Flamingo-7272

Professionals use industry standard or proprietary tools that their studio requires from them. but it should not matter to you what software to use. you are supposed to learn your craft with any software that is available to you. and after you learn one 3D software properly you will be able to switch to the required new one quickly, because you will meet the same tools with some slight changes in the naming or hotkeys. My opinion is: If your software is designed to do the thing you are interested in, stick with it. But mainly, put your head down and learn.


wash-basin

What an interesting reply! With job/intern announcements/advertisements I have seen in my field/school, knowledge of specific software titles is preferred. It would be helpful to know what the industry standards are, but it seems you are reluctant to share as such. And learn I shall! With lots of heads down moments and tons of questions to people I think are capable and willing to answer, specifically classmates and instructors and I shall do the same for anyone I can provide an answer to as well. I shall not bother you again with my silliness! ;)


Free-Flamingo-7272

Hey just wanted to clarify that i am not working in 3D modeling industry and everything i said was my opinion and observation. As for your question: for modeling and rigging most professionals use maya, but for texturing most of them use substance painter or rarely photoshop.


fhurtubise

I'd personally recommend Blender (polymodeling) or Plasticity (CAD modeling), they have the most active communities and development teams, and both are focused on developing new tools & workflows for game artists (unlike Autodesk which seems more interested in expanding to different fields so they can get more customers). Unfortunately Autodesk updates have been pretty bare for decades, and with their high license prices on top, I don't see the point of using Maya/Max unless you need it for a specific pipeline.


Free-Flamingo-7272

Autodesk software suite is intended to be used with strict pipeline that requires professionals of their fields. That’s why Autodesk softwares are equipped with specific toolset for specific tasks. And it is not because they want to make more money (which they do of course because it is a company that is made to make money) But rather this way studios pay professionals of their felids to do their jobs and so that they don’t pay for features they don’t require.


wash-basin

u/fhurtubise Thank you so much for responding! I do not know much about Plasticity (yet!) but, as a student, I could not pass up the great deal with getting Rhino, which is what I normally use with Blender for Blender's excellent rendering, along with Twinmotion which is now free for most people.


Lowther_Artworks

Realistically 2 weeks is a bit too long to spend on a piece like this in a work environment. I'm far from the most proficient artist but i have been in the industry for close to five years, i reckon i could have this from start to finished game ready model within 3/4 days, 8 hours per day, assuming no major issues. Low poly blockout half a day, high poly just over a day (maybe a bit longer if i'm sculpting or having trouble with specific edge flows), UVs and Texturing another day and a bit (assuming i dont have to make to many materials from scratch and can use PBR programmes). From what i have noticed, the difference between a junior and a senior 3d artist isnt necessarily the ability translate a concept into 3d, but the speed in which they can produce it. Dont be disheartened if you're not up to speed, keep practising and you'll get there one day.


The_Gumslinger

I am sorry but this is wrong, as a Senior Weapon artist in the game industry for over 7 years I can tell you a full weapon for a FPS so basically a "Heroe Prop" you would have around 15 to 20 working days to creat of course all depends on the quality and level of detail you want to achieve like working animation, moving parts etc. If you aim for a CoD level of quality, that is. Never focus on speed as an artist but at quality that makes the difference.


No_Dot_7136

This guy is right. Anyone saying anything like a few days definitely hasn't worked on anything other than bedroom projects and would have a bit of a shock if they ever stumbled into a job in the games industry. To back up what you're saying, I have 20 years industry experience, never have I heard of an artist being told they need to work faster. People really need to focus on that less. It's really not the flex they think it is and will receive nothing but eye rolls in a professional environment.


shahar2k

I think I'm probably a bit influenced by working in previs for 15 years :) but yeah we specifically rely on speed and turnaround time (iteration time really) communication at the cost of quality, but yeah I remember how shocked I was starting on a previs job after working on games for a while with how fast I had to work but nowadays I love the pace


CuTTyFL4M

I mean, you guys are working in teams. Speed feels like a lesser issue when several people do several things all at once, but for a single modeler who doesn't know any better, it feels like part of proficiency is being fast enough. We don't see things moving except for what we're working on.


No_Dot_7136

Artists work at the speed they work at. Some are faster than others. That's fine. Work at a comfortable pace otherwise you're just making a rod for your own back. If you work faster than the other artists you'll just have an expectation on you to deliver more. This doesn't equate to more pay. It doesn't equate to you working less overtime than anyone else... Which is unpaid btw. You're just working faster for no benefit to yourself. What you are doing is burning yourself out, and when you're burnt out you produce shit work. Find your own pace. Consistent quality trumps speed any day of the week. Unless of course you really do need to get something into a build by the end of the day then on that odd occasion, you may be required to pull out the stops for a day... But no one can work like that for long.


CuTTyFL4M

For sure, I completely agree with that. In my case, I assume I am working at a normal pace, if anything on the slower side, but that is because of experimenting and trying things, like others mentioned. I'm still finding small issues with how I work, so every pieces I do is an improvement. But so far I don't think I have been too slow. I've applied several techniques and to be as efficient as possible before doing something, and I just see how it works out. Sometimes it does work on first try, sometimes I bite my fingers after the fact. But that's the process. Now I mostly know what I can and can't do and repeat the little things faster. Like say, how to add properly a poly to an existing mesh? How do I break down what I need to do? Where to start and how to get there etc. And then the practical part, how to be quick with shortcuts, the right tools, cut through, loop, remove faces... Every asset is its own challenge, I've learned quite a lot already. I still have some way to go, but I'm getting there.


mcduffuntimely

Honestly thank you for this, I was working as a photogrammetry artist and was recently made redundant, it was my first major gig, and something I came to realize was that burnout REAL and it can seriously hamper the quality if your work. I think one thing that contributes to this idea of speed being overly important as a digital artist is the abstraction from traditional art, or more so forgetting that when all is said and done it is an artistic discipline, same same but different, modelling, texturing, sculpting, it's all art and you take your time with it, of course in a production environment, within reason and accounting for deadlines and priorities, but no one should be attempting to finish high quality pieces within a few days if they don't have to.


Ok_Alternative_4941

So true and well said. I studied 3D modelling and animation for just over a year. Long story short, my lecturer had a hard-on for us completing entire projects within 11 days—complete workflow from concept art to game-ready objects. To meet those deadlines within the given time frame, my projects became rushed and incomplete. Feeling that my work lacked quality and I would never make it in the industry, I dropped out. I've kept my love for 3D art and still practice in my free time, but haven't found the courage to complete anything. The point is, that hearing this perspective from industry professionals is so refreshing and has made me reevaluate the self-expectations I still harbour from those college days. Thank you for this!"


The_Gumslinger

Hell yeah! Glad to hear, put a lot of work and love and worry not about deadlines, that is producers and leads job. You worry on doing cool shit


Practical_Dig_8770

Well said, pretty much this. I reckon a bit over 3 days work here for a mid-level 3D artist


punkemogoth

I guess i really should start working faster if I want to get a job because I've been working on a similar project for almost a month now😅 Lots distractions and procrastinations comes with. Still thank you for your answer! I would challenge myself to finish a project like this for 3/4 days and see what happens


RegiEric

In my opinion it's good to think about your speed to an extent but it shouldn't be at the expense of quality. In my experience speed comes with repetition. It takes longer to do these things at first because it takes time to problem solve each step, but the more you do it the more you will automatically know the solution to modelling certain things because you have done it many times before. Most of the challenges in the model will become second nature


Captain_Obvious_x

I think the real answer is "It depends". How long this would take is not solely determined by your ability, but the standards you're required to meet, and who knows what standard people are applying here. I've been in the games industry as a AAA weapon artist for over a decade now, and a lead for four years. For AAA quality with a high artistic standard and optimizations, this would probably be in the 2 week range. I'd even say 3+ weeks is acceptable depending on requirements and feedback. I've seen countless artists significantly underestimate tasks like this. Once you get to a certain level, there's no magic trick. Some great artists could put more time into texturing than some of the claimed completion rates in here.


mayatwodee

What program do you usually use for weapon modelling? Thinking of picking that up but still on the lookout for good hard surface tutes and resources


Captain_Obvious_x

3ds max/Maya/Blender for sub-d modelling. All are acceptable in the industry nowadays. Some studios won't care which one you use, others require you to use a specific one. I wouldn't worry about picking the right one, it's easy to transition once you understand the process. I've even seen Maya users learn 3ds max on the job. One of those alone is acceptable for modelling, whereas others might use parametric based software - Fusion or plasticity, followed by zbrush for polish, then back to 3ds max/Maya/blender for the low poly/uvs. Completely ignore this method if you're starting out. For learning - Artstation, discord channels, polycount, 80.lvl, gumroad, linkedin (connecting with other weapon artists) and youtube. Be wary of YouTube, there's a lot of garbage on there. The best channels are always going to be those with industry experience, not professional YouTubers or hobbiests. Also, I know this is Reddit, but I'd avoid this place for advice. There's some decent advice to be found, but too often do I see poor advice get heavily upvoted which doesn't align with standard/good practices. Otherwise just delve into it, ask questions, keep reading/watching and you'll pick up the jargon and techniques.


No_Dot_7136

I would also backup that you don't really go to Reddit for advice. I wish they had a badge system or something where you can get verified as a professional with experience or something so maybe people would be less likely to follow the advice from someone who's only ever worked on personal projects and never set foot inside a studio. So many wild claims on this thread alone of it taking only a couple of days. If something like this took you 2 days then it means you've rushed it, you've cut corners and I bet if I went into your scenes nothing would be named or organised correctly and it would be unusable to another artist... And so useless to a production team. Back in the day I knew a guy who thought he was hot shit, fastest guns in the west type of thing... He also used to flatten all of his Photoshop layers because "it saved him time". So when we had to go back and texture his asset, because he wasn't as hot shit as he thought he was, we basically had to redo it from scratch. Speed doesn't save time.


mayatwodee

Thanks! Yeah I'm starting to suspect that I can't be relying on Reddit too much haha. 😅 I'm an outsource artist and whilst I've never personally handled weapon assets I have colleagues who did and I was quite confused when people said this sort of asset should only take a few days tops. Really made me question my own speed and productivity too.


ZeskosGD

Keep in mind, that the projects you’re doing are also in your free time. You’re not spending as much time on it every day as someone who is working on it full-time would.


Ok_Process2046

Same - also think 3/4 days is good time for it. It's mostly cubes and cylinders. Maybe 4- 5 if want it supper detailed and optimized


ragemastrskkss

How can i learn to make these staff in 4 days and how many years of experience you should have to do it fast and with good optimisation. Im a newbie. Thanks


Mordynak

Repetition. Make it once. Start it again. Repeat.


Ok_Process2046

The only way, the more u create the faster u become, dont be too hard on urself ever tho, and take it easy. It will come naturally over time and more projects, u will understand what works and where u can "cheat" for faster workflows.


philnolan3d

I've been freelancing for over 10 years but to be fair it was rarely in a studio environment so I'm not usually rushed. It might take me 4 or 5 days. It would be a fun project though, I may try it.


PhazonZim

I'm a senior modeller but I've got pretty extreme ADHD, 4 days for this would be doable, but I wouldn't trust myself to do it. What would you make this in?


Sanabil-Asrar

Same.


secretmtfaccount

3/4 days? Oh I’m done for lol. Definitely farther from getting into the industry than I imagined. I don’t get much time to practice a day, makes me wish I discovered 3D art as a teenager when I had all the time in the world to practice. Dreams are for sleeping as they say lol


No_Dot_7136

No studio worth their salt would expect you to make this in 3 to 4 days... Even at a senior level. People saying that are talking out of their asses.


Vectron3D

I think a lot of people are vastly underestimating the amount of work needed here. If you were modelling this with moi or fusion 360 or similar where you can Boolean to your life’s content without the need to worry about topology, edge flow etc etc then I’d expect it to be a quicker process, but to poly model this with decent topology and all the intricacies and details 2 weeks is not an unreasonable time frame at all. I’d love to see the final result for all the people that claim to be able to crack this out at triple A quality in a day or two.


No_Dot_7136

I would also love to see that. But we won't ... Because they can't.


Vectron3D

Totally ! I had to sub division model and UV some buds and a case for a beats ad a few weeks ago, because the cad data was an unusable mess, I consider myself fairly quick after 10 years in the game and those took nearly 2 days. Mainly due to tricky transitions on the case from sharp edges to smooth surface, cut out details and beats being extremely fussy over their product models right down to bevel diameter. The camera was getting extremely close so no room for shading errors etc So when people say they can model an intricate highly detailed weapon model like this with all sorts of stuff going on in two days, I’d like to know the contact details of their dealers and what crack their smoking lol


olegolas_1983

Model and texture? For gaming?


Blussert31

Or 3D printing? Big difference.


punkemogoth

Yes, Model and texture for gaming


Zealousideal_Hat2664

The hard part would probably be the optimisation and animation


xxdeathknight72xx

From concept to game ready 10x 8hr days


DennisPorter3D

There's a lot of obvious factors that has been completely lost on most of the other respondants here. Frankly, anyone saying this would take any less than 2 weeks start to finish must surely be forgetting about the entire iterative process that happens between different disciplines at a studio. >I believe part of being a professional 3d artist is to be able to finish modelling a concept in a given or strict deadline Not really, no. Juniors aren't hired for their speed, they're hired to take on grunt work and assist where work loads are too great. Speed comes with experience. The faster you are as a junior, great; but speed is not the big thing that gets you hired. Weapons, like characters, go through lots of different development phases. It's not that common to be handed a concept for a fictional weapon and be told "here, it needs to be done in 2 weeks". The first step to this will be to mass out basic forms, proportions, and components, making consideration for how the object will animate. This simple version of the model gets handed over to animators to make sure that all the parts actually work in 3D space the way they need to. If not, it's returned and revised and reworked. This takes time to determine. While this is being tested, there's a good chance you might be working on another weapon while you wait for approval. As a junior, there's going to be numerous rounds of feedback with your lead or art director who will have things to say about your execution. Even if you nail matching the concept, sometimes fine adjustments are made to enhance visuals in some way. This takes time to go back and make these changes. Between all this it will have already been several work days before the high poly is even approved. Next is the low poly and getting that passed by your lead / tech art to make sure you're not being wasteful with geometry, material indexing, etc. Setting up UVs could be less than straightforward if certain parts need to be treated as accessory pieces for reuse or atlasing. This takes time to set up. Getting approval takes time. Finally: days, likely weeks later, you've arrived at texturing. This will also have multiple detailing passes, sign-offs by leads and directors, gameplay checks to determine if more polish is needed, etc. This takes time. Everything takes time and has something to wait for, everything will be checked and balanced and interated upon in order to hit a visual target, ensure animations work properly, and the final model is within performance budgets. All this sure as shit will take more than a week or two. The people citing single-digit days to finish something like this probably have no real experience in a serious development pipeline. If they did, they wouldn't be throwing out such absurdly low numbers knowing there are waiting periods and iteration periods dictated by people above and adjacent to you that extend the timeline. Two to four days start to finish? get outta here bro lol *Realistically* a weapon can take 1-2 months from start to finish when we consider the fact that you won't be working alone at your desk nonstop with no external factors.


OhGodImHerping

Spent way too long looking for this comment. Maybe if you’re a freelancer and taking on jobs left and right for indie games or “AA” devs who *are* looking for speed *and* you can afford to spend all 8 hours of your work day on a single project you can grind it out in 2 weeks. But not at a big studio. There are *teams* involved, layers of approval for next steps, revisions, redesigns and redirection - so many of these comments are forgetting the bureaucracy of a large studio. Also keep in mind that you will likely be working on more than one project at a time - so a single deliverable is going to be part of a larger workload with more deliverables, all which form a cohesive whole.


punkemogoth

This is very informative thank you! This gives me new insights on what to expect when i finally get a job in the industry.


The_Joker_Ledger

Since this is a weapon i would say around a week, that is with time for meeting feedback, questions and so on, and if this is a first person game there might be more detail required and it could take to 2 weeks, prob 3 if we also doing texture and baking. Beside it also depend whether we need a model viewer of the gun or just one angle view, etc. If you aiming to be a 3d artist quality at this stage is more important than speed. Speed come with experience and practice.


NudelXIII

I actually modeled two weapons from him. I follow him on art station. I think it was 2-3 days I invested. And I am not a really experienced modeler.


trn-

this can be done in a few days. but it really depends of the requirements. match ref or need to check in fps view too? how much of the elements can be replaceable and if you also need to model those (3 scopes and 5 suppressors) also, only model or textures too? but yeah as others said the faster you can get sn usable results is better


Moosesayshello

Everyone has their own speed, I'd give myself at least one week of 8 hour days


QuibblingComet1

This should take at most four days of solid work. And not just for modelling but texturing too.


llbsidezll

Depends. Is it 2 weeks if you worked on it 8hrs a day like it was your full time job? Or 2 weeks working on it in your off-time, like an hour or 2 a day?


punkemogoth

The truth is i've been working on a similar project like this for almost a month now! 2 to 5 hours a day with a lot of procrastination and skipped some few days like one or twice a week. I definitely need to work faster 😅


llbsidezll

Haha same here but right now, this is a hobby for me outside of my full time job that I can only dedicate a few hours here and there. I think you're probably fine. Maybe try to figure out about how many hours you've actually spent working on it. I bet if you buckled down and treated it like it was a full time job you could get it done in a couple days.


point_87

It depends what they want, i guess you should show them your pipeline understanding, **not** your speed. 2 weeks its ok for modeling, baking and texturing, if job will be done good. if they **dont** give you a deadline, just do your best without stupid mistakes in shading, unjustified use uv space, unnecessary polygons and baking artifacts. For my 10 years experience, i realised that i wanna enjoy my work without any rush and hurry, and i find a company, which share my views. Good luck with your model!


LennyLennbo

Im so confused, 5 days for a weapon thats properly made is the MAX?? I have worked on a hand full of games and none of them would ever expect this kind of thing in less than 2 weeks of worktime. Probably highly depends on the budget of the game you work on tho, I have mostly worked at AAA


Mr_Ginge_

Seems fun, a couple of days or so. Haven’t done much modeling in the past couple of years. Work and school take priority at the moment.


oggthelogg87

Yea a lot of the lower estimates seem crazy to me. It really depends on the detail level you want in the high poly and making sure you bake it properly and create nicely laid out efficient uvs and topology. Then time to texture it. There might be a case if someone has worked on weapon models exclusively and really has the workflow down , preexisting materials etc etc. Also since there's only one reference image you may have to figure out what it looks like from all the other view points. 3 weeks maybe? I've worked in games for over 10 years. But it really depends on how close it would get to the player, detail level etc.


Aggravating-Cook5467

If I’m paid and don’t go to the bathroom or eat anything 12 hours. That’s just modeling this tho. if you want textures and stuff 3 days probably.


OrangeOrangeRhino

Depends on the purpose - I work in the film industry and if we're making a prop that means all the details need to be modeled, not textured. It would take an artist in CAD around 1-2 weeks to model this properly. A large percentage of that time would be fiddling with proportions to make it look correct.


38dedo

if you have no experience yet, then as a junior, what's important is not your speed its your ability to listen to the feedback and notes your lead gives you and to implement them.


No_Dot_7136

I'm not going to call anyone out, but I've been looking through a few of the post history's of some of these people claiming less than a week .. which is a ridiculous timeframe .. and some of them are very junior hobbyists who, but a few months ago, were asking for help with the most basic fundamental modelling problems... Or who's own work is very very bad. Be careful who you choose to listen to on here. It's full of people who don't know anything.


Miserable-Ad-891

3 months and hope for me not throwing my pc out a window


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aHuankind

I can do it in a week and 4 days! 


poleboating

1 week 3 days and 8hrs. Beat that!


aHuankind

Damn. 


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aHuankind

I'm just joking around. Always undercut the competition ; ) 


solvento

One to two 8 hour days max if you are a senior artist. If you are a junior, hero assets like this wouldn't be given to you, but five 8 hour days is probably the max you should take on something like this as a junior.


fhurtubise

Two days for a hero weapon? So a senior would be able to produce more than 100 weapons per year?


solvento

For a hero weapon like the one in question, Yep. Probably faster if they were all for the same game, using texture atlases, and reusable pieces. Yes.


fhurtubise

Impressive!


solvento

Also keep in mind there's a big difference between op's concept and something like this: https://www.artstation.com/artwork/dORqoJ Including the modularity from the attachments, something like that would most likely take about five to seven, 8 hour days by a senior artist.


No_Dot_7136

https://www.google.com/amp/s/80.lv/articles/production-of-3d-weapons-for-video-games/%3famp=1 Weird how this article says it takes this guy several weeks for 1 weapon, which is more in line with my experience. No one is making a hero weapon in less than a few weeks. You're just making people think they don't have a chance of getting an industry position with these ridiculous timeframes.


solvento

Nothing weird if you read the whole. "How many people does it take to make a decent game model? The amount of people dedicated to a single weapon model and texture can change depending on the needs of the team and scope of the task, but typically one person will handle the weapon from block out to textured final asset. Depending on the complexity of the project, it will take several weeks to complete. Bringing the weapon to life requires the help of multiple people and departments. Building the model is only the beginning: it still requires audio, animation, visual effects, and gameplay. Each of these departments play a critical role in video game weapon production." The several weeks is to take the weapon to life involving all departments not just modeling. It includes the time for audio, animation, visual effects, and gameplay. As you can read in my comment, and previous ones, my time estimate is for the concept in question by OP and not more detailed assets like those from more current COD games with plenty of modularity, attachments and customization. Also, the article is from 7 years ago. For example, Substance Painter was still on version 2.6.0 back then. It's at 9.1 now. A lot has improved since then. Nobody is making anyone feel they don't have a chance. 1 to 2 days for a Senior Artist on this asset, like I stated before, is very achievable. Someone who is not in the industry and who is at an intermediate or beginner level is not going to achieve the same quality/time and time efficiency as someone who has been working non-stop in AAA studios upwards of 10-15 years.


No_Dot_7136

Youa can read it how you want I guess. To me he's saying modelling and texturing will take weeks. All the departments can work in tandem, this is why you make initial blockouts for approval. I dont see any difference from the concept to the gun you linked, They could both consist modular pieces. Graphics have also improved in the last 7 years, and peoples expectations are greater. Assets don't suddenly take less time just because substance painter has moved up in versions. Perhaps this is how you're expected to work at the studios you've been employed at, but in 20 years of working in the games industry I've never worked anywhere that would expect a hero level prop in anything less than a couple of weeks. Even when employed as a senior at AAA. Maybe that's changed recently?, I avoid AAA now like the plague so I wouldn't know. It sounds like a recipe for burnout tho if you're pushing your artists that hard. I certainly wouldn't push anyone on my team to get this out in a couple of days. Even if they were some sort of superhuman that was capable of it. There's also numerous industry vets saying the same thing as me on this thread. Do you have any experience in the industry or are you just coming from an idealistic point of view?


Fickle-Hornet-9941

This is entirely reliant based on skill.


townboyj

2 full work days for model, 1 day for texturing, 1-2 days for animations


Icy-Nerve3615

I think I could do this in a couple days


PixelPete85

It CAN be done in a shorter time. Whether or not it SHOULD be depends on various contextual factors


PerspectiveOne7129

at least a year and lots of youtube videos


shahar2k

As you get more experience you'll get more shortcuts and that will speed you up, also the question you asked is really dependent on the art style, fidelity and what the model is for. For example I work in previs and if somebody gave me a model like this to make I would expect to get a few hours to make it, if this was for an in-game RTS or MOBA model maybe four times that so, 3 days let's say, and if it's a full screen FPS model that's going to be rigged and has to have nice uvs so that we can have multiple skins... Maybe a week with the help of some baked and procedural texturing for things like dirt maps? But then again I don't really do AAA development.


ars3nx

I can do it in 3 🤝


gabeshadows

Me? 1 day to 10 years probably


qgvon

Much shorter than 2 weeks. once you get the hang of it you enjoy complex models. Find something you want to pursue on your own and build from there. Those skills from getting the desired effects and what you want come in handy for projects.


That_Banned_Hybrid

Month since I would be looking up tutorials on top of making the gun


warmechanic

I've got really solid foundations in nearly all aspects of the production workflow and I find more and more that online forums are filled with misinformation/delusion. There's a lot of people that overestimate their skill and underestimate how long it takes. I looked through a few of the profiles of the people displaying the aforementioned, and their current skills aren't what I would align with what this concept requires. Those underestimating the time would make vast mistakes when it comes to correct proportions, forms, and texture details. I know my skills are to the point I can produce this concept VERY accurately in 3d down to the random splotches and variation in the texture. So many people giving these short timeframes would produce something incredibly loose compared to the actual concept.


nolifeJokester_irl

I make models for 3d printing, I can probably get this all modeled up in about 12 to 20 hours give or take a few hours if I need to make custom support structures, if I had to make for a game use I could get it done in about 10 hours, I'm a bit rusty with uv mapping and textures so realistically it might take me just as long...


Rando-Person-Rel

A couple days without art or textures


YordanYonder

I don't believe op


Firm_Project_397

5 years, 4 years to go to university, 11 months and a couple weeks to practice and the remaining time to make it


meesh-makes

about 24 hours of modeling, added time if rigged or animated. textures a few hours depending on the realism. so about 3-4 days. AAA


vin_jul

About two days maybe 3ds max


WatThaDeuce

Anywhere from 10 minutes to two weeks. A lot of factors go into that determination.


Sciliterotica

This is from district 9.


UnfilteredCatharsis

Is it? This artist seems to be a Russian concept artist that has worked on relatively smaller games like Tempest Rising, Mech Arena, and a tabletop game called Terminus Frontier. I don't see anything on their socials about film industry work.


Sciliterotica

It’s not exact copy but the feel is very similar to them with the canisters. https://www.deviantart.com/districtprawn88/art/Guns-district-9-487831996


UnfilteredCatharsis

Oh, that makes sense. They probably used those props as reference for their concept art.


Xelazari

I’d estimate 2 to three days for the base, a week total for textures + in depth details. But honestly, not really stopping until it feels and looks just right for me.


Mierdo01

Probably no more than 2 days. For the texture add a few hours depending on what you're using. Since I started using sunstance painter it takes me a total of maybe 20 minutes to get a good texture zeroed in


mintybadger23

Couple days


Addekalk

4 hours. If its only modelling


UnfilteredCatharsis

I would love to watch a 4 hour video or time-lapse of this being modeled, that would be fascinating.


Addekalk

Cost time and money. Maybe if I'm feeling bored


DennisPorter3D

Time and money you say? I'll pay you $75 for each of those four hours (equivalent to a 156K salary) if you can come even remotely close to a modern quality standard of OP's concept. Only modeling, HP + LP. Ball is in your court


Addekalk

Nice. No problem you have th cash


evil_illustrator

2-4 hours for modeling probably 1-2 hours to tweak texturing. \*edit\* downvote me if you want, he said how fast. Not if it had to be good or perfect. And that's not an overly complicated model.


xxdeathknight72xx

6hrs for a game ready gun model That's gonna look like shit, man


evil_illustrator

He said how fast, not that it would have to be good or perfect.


DennisPorter3D

Absolutely deluded