So if a single person were to attempt this how long do you think it would take? Making a FF quality character from scratch? Provided they have years upon years of experience.
First let's establish the models and environment seen in FF non-gameplay trailers/cutscenes (pre-rendered CGI) are almost entirely totally different models from what's being used in the actual game that is rendered real time. They are much higher polycount and texture resolution models involving complex modelling/animation such as facial rigging and baked physics simulation (cloth, hair, etc).
I think just a character, normalmaps, animation etc... could be done in a few days.
Probably 1-2 weeks.
I personally find the hours mentioned here way off if we are talking AAA quality models and animations. I don't want to repeat myself over what kind of credit list Square Enix has for single character and I don't want to question the expertise of some other people that made the evaluations.
I don't work for Square Enix and I don't know what kind of schedule they have but the actual character design process probably lasts for months before anybody starts modeling anything.
In a large game project such as FF "making" a character model with animations is process that last through the game development process. New animations / tweaking are needed almost on daily basis as cutscenes and game features are developed and the models need to play perfectly together in so many instances.
Omg thats awesome!! I never realized it would be so cheap xD lol. I just looked it up and I saw prices around $250-$1000/SECOND!! Thats absurd. Who gets payed on a per second basis?
Without citing the source it's hard to tell if you have misinterpreted something, but it is common for animators to charge per animation length. These rates aren't so absurd if we consider mastering one second of animation can take tens of hours of work especially if we're talking about animating an entire scene instead of one character.
If you are considering investing big bucks to get results comparable to FF / AAA titles you should probably do careful background work so you don't place your funds ill online. My advice:
- Make accurate plans on exactly what you need to get accurate time estimates from everyone you need to hire. "FF quality character" needs much further specifications such as detailed concept art, info on polycount / possible LOD, texture maps, texture resolution, rigging description, list of needed animations with descriptions... I could further expand on the details of each of these so ask if there's something you're interested. I've often needed to discuss the needs of client when agreeing on a price of an asset I'm making.
- Don't overlook the importance of actually designing the characters, reserve time and money for graphic design as well
- Good asset creation results require good coordination, which requires expertise on overall game development If you don't have it hire someone who does
- Throw away all these evaluations on what quality takes how long because only thing that counts are the offers and portfolios you are able to get from the professionals