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	<title>Comments on: How long does it take to build and texture a model? 1 Week? 1 month?</title>
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	<link>http://www.rsart.co.uk/2007/09/09/how-long-does-it-take-to-build-and-texture-a-model-1-week-1-month/</link>
	<description>Rick Stirling, games artist</description>
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		<title>By: Rick</title>
		<link>http://www.rsart.co.uk/2007/09/09/how-long-does-it-take-to-build-and-texture-a-model-1-week-1-month/comment-page-1/#comment-12257</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Tue, 11 Sep 2007 07:46:35 +0000</pubDate>
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		<description>Something that people often forget is that you ARE working in a team - so that asset that is going to take 4 weeks probably won&#039;t be worked on you for 4 weeks. Some of the changes might come from the rigger or animator. They might be making the adjustments.

In these situations the model might end up being worked on non-stop for 4 weeks, but not by a single person.

One person might spend a week building the model, one person might spend a week texturing it, and a third person spends a week rigging it.</description>
		<content:encoded><![CDATA[<p>Something that people often forget is that you ARE working in a team &#8211; so that asset that is going to take 4 weeks probably won&#8217;t be worked on you for 4 weeks. Some of the changes might come from the rigger or animator. They might be making the adjustments.</p>
<p>In these situations the model might end up being worked on non-stop for 4 weeks, but not by a single person.</p>
<p>One person might spend a week building the model, one person might spend a week texturing it, and a third person spends a week rigging it.</p>
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		<title>By: David Marsh</title>
		<link>http://www.rsart.co.uk/2007/09/09/how-long-does-it-take-to-build-and-texture-a-model-1-week-1-month/comment-page-1/#comment-12252</link>
		<dc:creator>David Marsh</dc:creator>
		<pubDate>Mon, 10 Sep 2007 18:49:48 +0000</pubDate>
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		<description>This thought strikes a chord with me as I work on the art for my indie game.  I was thinking about how my experience on previous game projects has given me the expertise and tools to quickly create assets that look good and do the job in a very short amount of time (40-60 hours for entire environments, around 10 hours for characters and other misc game items).  This is staple of the development process for the game I am creating - and is not an accident but rather a planned-for occurrence.  The art direction for the game is low-poly and cartoony colorful.  I believe it&#039;s going to work, and I think it&#039;s a choice of direction that is becoming more distinct in this era of zbrushed high budget art asset games.  On games I used to work on only a few years ago, I would be given a month to create an entire environment - one person!  Now one month of one-man hours is laughable by todays standards of AAA game development for an environment.  It&#039;s a trend that eventually is not going to be able to support itself.</description>
		<content:encoded><![CDATA[<p>This thought strikes a chord with me as I work on the art for my indie game.  I was thinking about how my experience on previous game projects has given me the expertise and tools to quickly create assets that look good and do the job in a very short amount of time (40-60 hours for entire environments, around 10 hours for characters and other misc game items).  This is staple of the development process for the game I am creating &#8211; and is not an accident but rather a planned-for occurrence.  The art direction for the game is low-poly and cartoony colorful.  I believe it&#8217;s going to work, and I think it&#8217;s a choice of direction that is becoming more distinct in this era of zbrushed high budget art asset games.  On games I used to work on only a few years ago, I would be given a month to create an entire environment &#8211; one person!  Now one month of one-man hours is laughable by todays standards of AAA game development for an environment.  It&#8217;s a trend that eventually is not going to be able to support itself.</p>
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