Monday 13 March 2017

Character Experiment Final Post - Timescales

This is a set of tables to break down the hours it takes to create the same set of assets in 3 different art styles that I have tried. The Cartoony table is roughly the hours it took to create make a functional set of assets in my game based on the hours recorded in Hack’nPlan. The Realistic and Extreme Lowpoly tables only have information from character models. These tables will work out the time difference for character creation in comparison to the Cartoony table then tune the rest of the work hours accordingly. 



The character in the Realistic table is a 229% increase in total working hours, however if I multiplied all values by this it will inflate some of the hour counts so, each category will have to be worked out individually.
Highpoly increase is 400%
Lowpoly increase is 300%
Uv Mapping increase is 100%
Map Baking increase is 100%
Texturing increase is 75%



The character in the Extreme Lowpoly table is an 88.7% decrease in total working hours.
Highpoly decrease is 92%
Lowpoly decrease is 67%
Uv Mapping decrease is 88%
Map Baking decrease is 96%

Texturing decrease is 88%




To summarize it would take a much longer development cycle to create Dead Metal Punks in a realistic art style and much quicker if it was extremely lowpoly. I think some of the stats on the realistic chart might be a bit over inflated (mainly the highpoly vehicle) as a lot of the creation time with that model was form building and adding more realism to that design wouldn't add too many nuances to it. 

The extreme lowpoly could be a viable option for creating the game but personally I want to use the game to improve my skills in game creation and doing extreme lowpoly assets wouldn't give me as much experience, also personally I prefer something with a little more polish.

 Images of the 3 characters used in this table for reference:

Cartoony

Realistic

Extreme Lowpoly


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