Estimating how long a 3D asset takes

A framework for scoping work in hours, and the factors that move an estimate by an order of magnitude.

Asset estimates go wrong because "a 3D model" describes work spanning two orders of magnitude. Estimating means classifying first.

What drives the number

  • Role. A background prop and a hero character are different professions, not different sizes.
  • Whether it deforms. Rigging and skinning roughly change the shape of the job.
  • Reference availability. A clear brief with reference is far faster than an ambiguous one.
  • Iteration expectations. Rounds of feedback often exceed the initial build.
  • Target constraints. A mobile budget requires more optimisation work than a desktop one.
  • Whether it must match something exactly. Approximation is fast; specification is not.

A rough tiering, in effort rather than currency

  • Simple static prop, clear reference, no deformation: a few hours.
  • Detailed prop with baked detail and authored materials: a day or so.
  • Hero prop, art-directed, multiple iterations: several days.
  • Character, modelled, textured, rigged: weeks rather than days.
  • Modular kit, designed to tile: days, and it repays itself across the environment.

These are ranges for an experienced artist with clear direction, and the range widens considerably without either.

What people forget to include

  • Reference gathering and briefing
  • Iteration rounds
  • LODs and collision
  • Engine integration and testing
  • Fixing what integration reveals

The modelling is frequently less than half the total.

With generation

The build stage compresses substantially; the finishing stages do not. So the saving is real and it is a saving on part of the job — estimating a generated asset as "free" is the error that produces disappointing schedules.

A reasonable planning assumption for suitable assets is a meaningful reduction on the build, with cleanup and integration unchanged.