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Old June 9th, 2008   #21 (permalink)
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Default Re: time spent for projects

6 hours sounds good to me too.
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Old June 9th, 2008   #22 (permalink)
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Default Re: time spent for projects

sorry guys, but I don't think so. you are looking on renderings and you think that 6 hour is enough, but it is far not enough. and aspecially if it is not for you, there is someby elso who gives you lots of mixed ideas.
i uploaded here 3 project, and even for smallest one 6 hour is not enough, thats not truth.
i can say that 1 hour is enough but ...... is it truth?
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Old June 9th, 2008   #23 (permalink)
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Default Re: time spent for projects

Quote:
Originally Posted by nodar1978 View Post
sorry guys, but I don't think so. you are looking on renderings and you think that 6 hour is enough, but it is far not enough. and aspecially if it is not for you, there is someby elso who gives you lots of mixed ideas.
i uploaded here 3 project, and even for smallest one 6 hour is not enough, thats not truth.
i can say that 1 hour is enough but ...... is it truth?
Yes, i think so too. 6 hours is very very "fantastic". If u want to finish the project in this kind of detail u have to invest more time.
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Old June 9th, 2008   #24 (permalink)
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Default Re: time spent for projects

OK. I'm not considering the input or changes of the client, neither the creation of new executes or rendering time, probably modeling some furniture. but I have done jobs close to that in 4 to 8 hrs.

Last edited by litleboy; June 9th, 2008 at 03:44 PM. Reason: spelling
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Old June 9th, 2008   #25 (permalink)
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Default Re: time spent for projects

What if you had to model every single bit of the geometry in these images? 4 to 6 hours seems like a very, very low number. I'm not slow, nor the fastest modeler on this board , but 16 hrs seems reasonable to me. If you can model all this in 4-6 hours please send us a tutorial...I'd like to know how it's done!
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Old June 9th, 2008   #26 (permalink)
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Default Re: time spent for projects

yes would be nice to see the tutorial, and also the renderings for which you need 4 to 6 hours, as you say you have something like similar scene as mine is, and you spent 4 hour or 6 hour. could you please show the renderings to me,
thanks you very much
nodar
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Old June 9th, 2008   #27 (permalink)
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Default Re: time spent for projects

not every single thing modeled. I posted, probably some furniture, of course if you model all the furniture all the accessories, 16 Horus it even fast.

modeling the building (2 or 3 rooms), setting up the ligths and placing furnituren and accesories. I dotn see the fantastic timing.
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Old June 9th, 2008   #28 (permalink)
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Default Re: time spent for projects

Quote:
Originally Posted by nodar1978 View Post
yes would be nice to see the tutorial, and also the renderings for which you need 4 to 6 hours, as you say you have something like similar scene as mine is, and you spent 4 hour or 6 hour. could you please show the renderings to me,
thanks you very much
nodar
Nodar,
I dont want to sound condescending, but I seem to remember that you havnt really been doing this very long. Some people on these boards have been doing arch-vis for like 10-15 years. Is it really that hard to believe that someone else might be quicker at this than you are?
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Old June 9th, 2008   #29 (permalink)
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Default Re: time spent for projects

Tommy,

I've been doing Arch-viz on the computer since 1992...and can create a trade show exhibit in maybe 1/2 to 2/3 the time that it would take a new person because of the experience gained ...but
How long would it take you to create these scenes from scratch, and what shortcuts
could you take?.....I'd like to learn.

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Old June 9th, 2008   #30 (permalink)
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Default Re: time spent for projects

Well, its not easy to just explain a work-flow, but here's a couple of tips:

Modeling:
1: Draw your scene. With a pencil on that white stuff. Sounds like a bizarre tip but for me it seems to cut out alot of problems. It makes you think procedurally about the scene before you jump into virtual space.
2: Make a list. Another old-fashioned thing to do, but it works. List your modeling tasks. Dont skip listed items when working, because you see an easier one ahead....but...if one on the list sounds tricky, think of an alternative before spending hours modeling something.
3: Plan each modeling task. This may be written, it maybe in your mind, but make sure you are in control of each component before experimenting with tools. Do you know a procedural tool for the task? that could save you an hour. Know your skills limits.
4: Once you have a basic room/scene/whatever, get the camera confirmed by the client. Then you are free to omit whatever is not seen.

Materials:
1: Decide on a color palette. I cant stress how important this is.
2: Think about render times whilst building materials.
3: Save all the materials you end up liking into your own custom built library. On a rush job a well organized library saves muchos minutos (this goes for models as well. When you complete a job, spend an hour deconstructing the job and recycling things before archiving).
4: Dont test render until you have applied ALL your materials. This may sound weird, but the materials affect each other. They have to work in harmony.

Rendering:
1: Keep test renders small and quick.
2: Buy a farm and get DR working.
3: Know your software and hardware inside out.
4: Ensure you time manage your project to leave ample time for rendering.

By the way, being a good librarian is very important in rendering. THeres no point in saying "yes, but you used pre-made models". A good renderer HAS a good model library. A good modeler can also adapt models quickly for a new task.

I dont write scripts and Im not even that good a modeler, but yes, I could do those scenes in 6 hrs, maybe with the exception of the chandeliers. Remember, theres always someone thats five times as good as you, theres probably only 5 exceptions to that rule in rendering.

Hope this helps.
Tom.
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