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Cryptid-Creations β€” Daily Painting 621 # Sidhe - Lonan Sheet

Published: 2014-08-02 21:02:18 +0000 UTC; Views: 21191; Favourites: 812; Downloads: 373
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Description Can I maybe ask any 3D peeps how long you'd estimate this would take to model/rig? I'm kind of an idiot when it comes to rigging and was going to use an auto-rigger.
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Comments: 53

Dr-Kineil-Wicks [2014-08-07 22:41:06 +0000 UTC]

Hmm....
If you use 3ds Max, I can't imagine rigging taking long at all--that was the fastest part of the whole modeling when I had to model a character for class. Of course, I also used the humanoid rig, which doesn't fit all models (but it worked well for mine) and some 3ds-thing that auto-rigged everything--you have to go through everything afterwards, though, to make sure it all connected (but that doesn't take very long either). I can't tell you much after that, though, because it's been a while since I've messed about with 3ds Max (need to fix that...).
Cute character!

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PTElephant [2014-08-07 09:32:03 +0000 UTC]

It also depends on the program. Blender is the easiest to build rigs in, from what I've experienced. Maya can be a nightmare - especially, when you're doing UVs. A rig I just did in Blender took between 2 - 4 hours. Rigs I've done in Maya have taken about two weeks because a lot can stop working or get confused between all the menus and hierarchies. The UV system in Blender is easier too. You can directly mark the seams and they unwrap really cleanly. Maya's UV system is terrible and gets all knotted up really easily. I've worked in Modo and XSI, but not recently, so I can't be much help there. From what I remember, XSI was pretty messy - similar to Maya. Modo, during the time I was using it, didn't have a real rigging system. Rich Hurry, from Pixar, did a short lecture during a Modo meeting I went to a few years back and showed some "rigs" he'd made in Modo, using some assets from "Up". It was pretty interesting!
Maya tools have a tendency to stop working, files have a good chance of corruption, and it crashes A LOT! If you've ever watched a Maya tutorial, you'll know what I'm talking about! XD Blender is super stable, though a little counter intuitive at first. But, it's free, so that's always awesome!
ALSO! You don't have to sculpt things in ZBrush. You can use Sculptris (free), or Blender's own sculpt tools. Your character doesn't really look like he needs much detail that can't be done with normal maps and procedurals anyway. You can always take your UVs into Photoshop or something and hand paint them that way. Just turn them black and white for your alpha channel, and there's your texture!
Sorry for being so long winded! I read through the other answers and saw that no one was really giving you the rundown on particular methods or specific programs and I'm the type of person who likes to have as many details as possible!

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Xelioth [2014-08-03 21:46:13 +0000 UTC]

Model and rig with full detail? Model wouldn't take too long, he's pretty simple. I'd say a couple hours for the base model and a few more if you wanted him taken into Zbrush and fully detailed. Rigging would be a bit complex if you intend the hair and hood to deform realistically, but if you wanted to take it the route of a video game model, it wouldn't be overly difficult. This seems like a pretty standard character and the average would be about a week's worth of work. Faster/slower depending on how much experience the person has. I would expect an experienced artist to take care of a character this simple in a few days. 3-5 or so.

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Cryptid-Creations In reply to Xelioth [2014-08-05 17:32:27 +0000 UTC]

Thanks a ton for the feedback! I really appreciate it

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TheSnowZombie [2014-08-03 15:30:41 +0000 UTC]

personally i would take around 2-3 days

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Cryptid-Creations In reply to TheSnowZombie [2014-08-05 17:32:38 +0000 UTC]

Thanks for the estimate!

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macprodukshunz [2014-08-03 15:21:33 +0000 UTC]

Rigging would probably take the longest. Modeling would be maybe like 2 days. TExtures would depend on how realistic you want the shading. Shading development for toon shaders may take less time bur for realism it would be trickier. UV mapping may take some time to for things like the cloth on his neck. Β Overall if one person is doing everything it make take2-3 weeks to a month minimum but a couple of people doing different task may take a 1-2 weeks. Β 

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Cryptid-Creations In reply to macprodukshunz [2014-08-05 17:33:16 +0000 UTC]

Thank you so much for the estimate! Much appreciated; that sounds very realistic

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macprodukshunz In reply to Cryptid-Creations [2014-08-05 19:12:41 +0000 UTC]

No prob

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Xuco [2014-08-03 04:07:31 +0000 UTC]

This looks like a pretty standard biped so probably a few days to model/rig/texture, depending how many people you got and how fast you/they are. It might take some time to get deformation right around the clothy parts, but it sounds like you're not trying to get super realistic so it shouldn't be too bad. Same thing with the hair. If you want it to move a bit it should still be pretty simple since it will be blocky hair.

Now your hands might have a little trouble actually grabbing things. The drawing looks fine but they also come off as really flat and the fingers are super short. To turn that into something volumetric that can also grasp things might pose a challenge. I might consider drawing some hand poses to see what that would look like.

The fact that he has no feet should be a time saver for sure.

Anyway cute character and best of luck. Love your work!

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Cryptid-Creations In reply to Xuco [2014-08-05 17:34:23 +0000 UTC]

Thank you so much for the feedback and time estimates! I'm going to make him have longer fingers now, you're totally right --it'd be really hard for him to pick stuff up.

Thanks again!

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Xuco In reply to Cryptid-Creations [2014-08-06 06:48:46 +0000 UTC]

No problem. I look forward to seeing your concepts in 3D

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mrcoolbro3 [2014-08-03 03:26:31 +0000 UTC]

He looks like a cool character!

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erickreillyart [2014-08-03 03:02:22 +0000 UTC]

Looks great!

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HozZAaH [2014-08-03 02:56:53 +0000 UTC]

Would take me approx 2-3 days i reckon.

Skinning/Weight Painting is where the things really slow down though. Lots of trial and error, it helps to simply lock all joints except the joint your workign on and the two adjacent to it, that way you avoid the 3D program randomly assigning crap to your joint (i use maya btw)

Probably smarter to just use an auto rigger though.

Love this character though, whats this for?

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Cryptid-Creations In reply to HozZAaH [2014-08-05 17:35:42 +0000 UTC]

Thanks for the feedback! It's for my student thesis film.

Yehhh I'm going to use an auto-rigger. I don't rig very well, heh.

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HozZAaH In reply to Cryptid-Creations [2014-08-06 12:54:41 +0000 UTC]

Ooh! Keep us updated, really looking forward to the final product (and to see your work translated to 3D )

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jadethestone [2014-08-03 02:01:50 +0000 UTC]

He looks so adorable!

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Hanako-Momotani [2014-08-03 01:20:27 +0000 UTC]

personally I think maybe a couple of days depending on what else you have on (jobs and such). I know that I would love to give it a go, he is so cute and this is a great reference. I too use auto riggers as I am not a great rigger myself. I say give it a shot and can't wait to see the final project.

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Cryptid-Creations In reply to Hanako-Momotani [2014-08-05 17:36:06 +0000 UTC]

Thank you so much for the estimate!

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Hanako-Momotani In reply to Cryptid-Creations [2014-08-09 07:10:27 +0000 UTC]

no probs

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Sokomin [2014-08-03 01:14:26 +0000 UTC]

this is a great reference! i had trouble with charc. turnarounds, but i get the idea now^^

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fazeng [2014-08-03 01:00:56 +0000 UTC]

This is a really cute character!

Depending on how much experience you have with modeling/rigging, I guess it should take anywhere from a few days to a week or two to finish. If you're already pretty good at modeling/rigging, I'd say maybe a day or two for the model, and 3-4 days rigging (I personally find rigging very frustrating and tedious, that's why I'd give more time for the rigging...). If you don't have much experience with either then maybe a week or two for each. The clothes and the hair might be kind of tricky but not impossible! It also depends on what this is for -- if it's for a full blown animation, you'd probably want to spend more time adding the small details, making sure even the little things are animatable, but if it's for a game or if the character won't move much, you could get away with less work. For instance, if you wanted it to be a really great rig, you'd probably need animated displacement maps and lots of blendshapes for the clothes when he moves, but if he won't move much I wouldn't worry about it.

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Cryptid-Creations In reply to fazeng [2014-08-05 17:40:28 +0000 UTC]

Hey thank you sooo very much for the time estimate and feedback! It's for a student film, and I guess I'd better not rush through it then.

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Kegawa [2014-08-02 23:38:31 +0000 UTC]

I use an auto-rigging script and that in itself takes very little time, but it's the all the blendshapes you might need to create that are the most time consuming.
Since most of his body is covered in clothes, it might even be easier to keep them all as separate meshes that are skinned to the same joint system, and making blendshapes for each specific piece rather than duplicating the whole model for only, say, the hand.

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Cryptid-Creations In reply to Kegawa [2014-08-05 17:38:34 +0000 UTC]

Thank you for the estimate! Agreed, the blendshapes were really annoying the last time I tried modelling him ughh...found out that it's possible to do blenshapes in zbursh. They seem to be a bit faster to do there. That bit about keeping the clothes separate is really helpful, thank you!

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Kegawa In reply to Cryptid-Creations [2014-08-05 21:52:30 +0000 UTC]

I haven't tried blendshapes in zbrush yet but I know it's a common way of doing them, I'll have to try it at some point!
And glad to hear I've been of some help

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RDJpwns [2014-08-02 22:05:44 +0000 UTC]

If you're doing it yourself, Piper, it shouldn't take too long to model (cause the process is actually pretty fun and relaxing). Skinning will take you longer than rigging, but the process is repetitive and there's lots of auto-rigging programs online (that are either free or cheap) and of course, there's plenty of tutos and it's all the same concept Skinning is gonna be time consuming but it's the same thing over and over, painting weights etc etc. Also your hood might get complicated because it's draped over a shoulder AND you want it to be able to be animated.. Not impossible though!

Your texturing isn't going to take long at all, I did all of mine in Maya in like an hour lol (I didn't unwrap anything, hooray for work-arounds!) Also, remember to keep the same number of vertices and polys for your blendshapes- especially on the original/default shape- or everything will fuck up.

Honestly, if you have any problems or questions, we all went through it and we're all on facebook to help so, feel free to ask

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Cryptid-Creations In reply to RDJpwns [2014-08-02 22:27:57 +0000 UTC]

Yooo thanks a bunch Karina! Really appreciate the breakdown :> It's good to know that at-least skinning and painting weights is kind of monotonous to do.

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RDJpwns In reply to Cryptid-Creations [2014-08-03 15:51:30 +0000 UTC]

No problem!

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bobricknelson [2014-08-02 21:57:20 +0000 UTC]

Aw so cute

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DeXmeX010 [2014-08-02 21:33:22 +0000 UTC]

I'm not an expert myself - quite a starter actually, but hmm... it very much depends on how complicated you want it to make. Only the hands (fingers) easily take up as much time as the rest of the upper body. Then again, whether you want to control the hair as well or not. With my level of experience, the body would take probably 2 days to rig and make nice weights all over the body; the modeling and texturing could easily take a whole week or more. But in my life I only did about three character models and did rigging/binding on three as well. I kept textures to the very basics because for me it's really pain in the *** to do.

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Cryptid-Creations In reply to DeXmeX010 [2014-08-02 21:38:37 +0000 UTC]

Thanks for the reply and explanation! I had the impression that rigging a character typically took over two months or something, heh, 2 days would be awesome!Β 

Oh gosh texturing yeah, that's annoying. I'm going to try to texture it in zbrush since that's where I usually model --I don't know much about 3D myself, but I think the interface is a lot friendlier for texturing than doing UVs in photoshop.

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DeXmeX010 In reply to Cryptid-Creations [2014-08-05 00:03:33 +0000 UTC]

You're most welcome, anytime.

Yeah, in a program such as Z-Brush it'd be a lot easier to paint at least general colour, or make 'markings' at the least. You can take it to a 2D environment if you need some special textures, if you really want... but for this characters I'd take 3D colouring myself.
I need to learn how to use Z-Brush, too... I'm postponing that step for way too long now. <_<

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Nakubi In reply to Cryptid-Creations [2014-08-02 21:42:07 +0000 UTC]

you'll save a lot of time doing coloring in Zbrush, so go for it

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Cryptid-Creations In reply to Nakubi [2014-08-02 21:43:03 +0000 UTC]

Awesome!

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Iceman11029 In reply to Cryptid-Creations [2014-08-03 15:47:39 +0000 UTC]

Is this character meant for gaming or VFX? Β If you are a doing a highpoly model, I would disagree with all the others here and say that a good rig should take you about 1-2 weeks. Β The body rigging can be a quicker process, but in a studio environment you are looking at 1-2 weeks for a good facial rig. Β If it is meant for games where you can get away with 8 face shapes instead of 100 then maybe a couple days.

Also, if you are doing it in high poly take a look at Mari. Β Makes ZBrush Polypaint look like a kindergartner with a broken crayon!

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Cryptid-Creations In reply to Iceman11029 [2014-08-05 17:43:02 +0000 UTC]

Hey thanks a bunch! It's for a student film, so I guess he'd sort of be high-poly. He's going to be in a 2D environment (exporting his animation as a png. image sequence into AE) so I'd ideally try to keep his details to a bear minimum. Thanks a ton for the recommendations! I've really got to check out Mari

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hogthehedge [2014-08-02 21:25:14 +0000 UTC]

Not trying to critique just curious, what happened to the arm on the side view?Β 

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Cryptid-Creations In reply to hogthehedge [2014-08-02 21:26:42 +0000 UTC]

I thought it was distracting the sideview. But in retrospect, it might be a good idea to add an alternative view with the arm for later

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hogthehedge In reply to Cryptid-Creations [2014-08-02 21:30:57 +0000 UTC]

I've never been good at drawing side views because I never know where/how to place the arm so it doesn't look weird. I would love to see the alternative side view with the arm for reference.Β 

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Keekoi [2014-08-02 21:24:51 +0000 UTC]

1-2 weeks depending of how much love you wanna spend in it . If not, Β less than a week .

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Cryptid-Creations In reply to Keekoi [2014-08-02 21:26:52 +0000 UTC]

Awesome, thanks for the reply!

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Keekoi In reply to Cryptid-Creations [2014-08-02 22:11:40 +0000 UTC]

No problem . In reality it all depends on your skill .
Add some more time for texturing and maybe learning a thing or two u might need like:
-Cloth simulations (IF they are going to be needed)
-Making your own rig if you are not satisfied with the automatic one (3dmax one is ok-ish)
-More character study for his expressions then facial rigging or blend shapesΒ 
-UV mapping and rendering etc ..Β 

Extend it then to maybe a month . Like I said it all depends on skill and how much love you want to put on it . If anything I work with Maya and Zbrush . Good luck .

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Cryptid-Creations In reply to Keekoi [2014-08-05 17:43:25 +0000 UTC]

Thanks a ton!

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Montaneous [2014-08-02 21:21:07 +0000 UTC]

Im just a student but one thing I'd add is that the fabric of the hood is going to be a bit annoying when the character lifts up his arms, particularly the left one, you're probably going to need some blendshapes to correct it, which will take extra time.

awesome character though!

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Vovosunt In reply to Montaneous [2014-08-03 11:57:20 +0000 UTC]

If you rig it separately from the body and apply proper weights it should be fine
(some stretching/shrinking will occur but what can we do )

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Cryptid-Creations In reply to Montaneous [2014-08-02 21:27:26 +0000 UTC]

Thanks for the reply! Wow I didn't think of that for the hood, thanks for the heads up

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Nakubi [2014-08-02 21:14:34 +0000 UTC]

I would say 3 days if being a bit slow, depends on how detailed face-rig you would want, and if it would acquire to have a normalmap
nice character btw

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Cryptid-Creations In reply to Nakubi [2014-08-02 21:27:44 +0000 UTC]

Awesome, thank you for the reply!

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