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Low polygon architectural models?

Started by January 03, 2011 04:33 AM
5 comments, last by xbox1989 13 years, 10 months ago
I have been looking to pay for low polygon 3D architectural models such as:
http://thundafunda.com/interior-design/small-kithchen-design-1-3/


They should be low in polygon count, as in less than 10,000 triangles per room. If too restrictive, the non-essential and decorative items such as vases, plates, and etc. in photos don't have to be modeled.

The artist should reproduce the lights, materials, and textures in the photo.

And rendered result should be realistic and refined as those on design magazines.


Can I be given some estimates on how much I should pay for each scene above?

Thanks
Well, I don't really understand...

If you want a rendered result, why do you care about the polygon count? If the models are for a game, why do you care about photo-realistic result? Do you realise, that just rendering an image like one of those can take hours? At 100% computer usage. And one renders is not enough, it can take a lot of renders to reproduce good results (okay, low resolution renders). As far as I know, this "architectural visualisation" is quite expensive. I think (I may be wrong here) a model+render like this is 2-3 full days of work (if someone is really quick).
For a studio maybe 1 day. So I would do it for you for like 300 euros (a simple kitchen), but I don't think I could produce so good result (my machine is too slow for that)

Without photo-realistic render: about 100 euros, I guess
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Huhu,

300 euros is really cheap for stuff like that.
One of my University teachers is doing 3D "preeshots" for
building grounds and he would not go under 1300€ per scene.
If the artist wanted to do things realistic, they would need to buy special
sofware and plugins. And they are easely getting really expensive.

Render time is charged the same way as working time of course since
most people are not able to do work for other clients when their good
pc´s are blocked with rendering.
Quote: Original post by szecs
Well, I don't really understand...

If you want a rendered result, why do you care about the polygon count? If the models are for a game, why do you care about photo-realistic result? Do you realise, that just rendering an image like one of those can take hours? At 100% computer usage. And one renders is not enough, it can take a lot of renders to reproduce good results (okay, low resolution renders). As far as I know, this "architectural visualisation" is quite expensive. I think (I may be wrong here) a model+render like this is 2-3 full days of work (if someone is really quick).
For a studio maybe 1 day. So I would do it for you for like 300 euros (a simple kitchen), but I don't think I could produce so good result (my machine is too slow for that)

Without photo-realistic render: about 100 euros, I guess


It would be used for real time visualization, hence the low polygon count. The realistic result part is to ensure the materials are modeled accurately, so progressive ray tracing can generate globally illuminated and refined results.

Thus what I need is just the .max file and maybe a small (perhaps 320x240) rendered image illustrating the materials are modeled properly matching photo. If the render costs extra, I can run it myself.

Will you model everything from scratch or use some model database?

Would it be difficult for artists to work with a 5000 to 10,000 triangle polygon budget per room?
Quote: Original post by MA-Simon
Huhu,

300 euros is really cheap for stuff like that.
One of my University teachers is doing 3D "preeshots" for
building grounds and he would not go under 1300€ per scene.
If the artist wanted to do things realistic, they would need to buy special
sofware and plugins. And they are easely getting really expensive.

Render time is charged the same way as working time of course since
most people are not able to do work for other clients when their good
pc´s are blocked with rendering.


I know it's cheap. But in my country, I would do it for this money (and I'm not that professional, as I stated). AFAIK there are relatively cheap renderers and modelers out there, even 3ds max has monthly (or something like that) license, that's affordable. And of course, if you have some kind of model library, the modeling time decreases.

But yes, CUSTOM projects would cost more.
I don't think triangle count matters much, as most of the time you don't model triangle by triangle, so time (what counts) isn't proportional to the triangle count. If you want level of details, that can increase the cost too.
I have been wondering about model libraries.

I have worked with an artist and I only found out later he took my photos of real world house interior, went through a model library and picked up similar looking furniture/objects. Then he changed the material and used optimization tools to reduce polygon count a little. Some he modified too to look more like the objects in my scene.

I read the license of the model library and it says don't redistribute unless you own the library. In my case, though polygon reduced and material changed, is it still considered illegal?

What does he need to change to make it legal?

Quote: Original post by szecs
Quote: Original post by MA-Simon
Huhu,

300 euros is really cheap for stuff like that.
One of my University teachers is doing 3D "preeshots" for
building grounds and he would not go under 1300€ per scene.
If the artist wanted to do things realistic, they would need to buy special
sofware and plugins. And they are easely getting really expensive.

Render time is charged the same way as working time of course since
most people are not able to do work for other clients when their good
pc´s are blocked with rendering.


I know it's cheap. But in my country, I would do it for this money (and I'm not that professional, as I stated). AFAIK there are relatively cheap renderers and modelers out there, even 3ds max has monthly (or something like that) license, that's affordable. And of course, if you have some kind of model library, the modeling time decreases.

But yes, CUSTOM projects would cost more.
I don't think triangle count matters much, as most of the time you don't model triangle by triangle, so time (what counts) isn't proportional to the triangle count. If you want level of details, that can increase the cost too.


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which library did he use?



I have been wondering about model libraries.

I have worked with an artist and I only found out later he took my photos of real world house interior, went through a model library and picked up similar looking furniture/objects. Then he changed the material and used optimization tools to reduce polygon count a little. Some he modified too to look more like the objects in my scene.

I read the license of the model library and it says don't redistribute unless you own the library. In my case, though polygon reduced and material changed, is it still considered illegal?

What does he need to change to make it legal?

Quote:Original post by szecs
Quote:Original post by MA-Simon
Huhu,

300 euros is really cheap for stuff like that.
One of my University teachers is doing 3D "preeshots" for
building grounds and he would not go under 1300€ per scene.
If the artist wanted to do things realistic, they would need to buy special
sofware and plugins. And they are easely getting really expensive.

Render time is charged the same way as working time of course since
most people are not able to do work for other clients when their good
pc´s are blocked with rendering.


I know it's cheap. But in my country, I would do it for this money (and I'm not that professional, as I stated). AFAIK there are relatively cheap renderers and modelers out there, even 3ds max has monthly (or something like that) license, that's affordable. And of course, if you have some kind of model library, the modeling time decreases.

But yes, CUSTOM projects would cost more.
I don't think triangle count matters much, as most of the time you don't model triangle by triangle, so time (what counts) isn't proportional to the triangle count. If you want level of details, that can increase the cost too.



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