Me too. Denmark's leader and the Indonesian guy come to mind. Not a 3d artist, but how difficult would it be to make a few facial features more caricature like? And add a bit of puffiness to the fingers and hands? Even a script might be able to do that, I suspect.
Heya, this is from the perspective of a student animator that focuses on film, but it's quite a bit of a lengthy process. Also keep in mind I'm coming in from a background in modelling and animating characters on the slightly more abstract side as opposed to realistic. I'll break down the production pipeline below:
Research + Designing:
- One to two weeks of research related to personalities, literature, architecture, etc etc
- Two weeks to a month of designs and iterations (Many many many pages of sketches, you do NOT settle with the first design you like)
- ^ Above includes character: Sketches, pose drawings (LOTS of them - T-poses are also a big no-no if you want to make your character look expressive on paper), environmental concept art, colour palettes
- 3D modelling can take around a month
- Rigging the skeleton for model comes next - this creates a framework for the character's limbs to move
- HOWEVER, you need to 'skin' the character to the skeleton - this means making the geometry of your model's mesh react to the joints in your skeleton. This is done by sort of 'painting' areas of your mesh which you want to move according to the selected joints (it can be a complicated and frustrating affair for some, and others are just plain wizzards at fast and good skinning
)
- Next part is texturing which involves UV mapping (sort of like making the seams on clothing to allow you to paint specific areas for textures) and then making the textures themselves (this also includes different layers which can also effect the way the lights shine and reflect on a mesh, or even how the mesh renders in-game itself as well)
- Rigging, skinning and texturing is usually done at the same time by different people, but for one person it can take a a week or two
- Then after that, there's probably 2-3 weeks of just revising and fixing stuff (if you even have time)
Professionals would be quicker, especially since they can have multiple people filling these roles, though the place I study at tries to keep kinda close to a professional schedule (Although with the university itself sort of screwing us over recently, we've had less time to work on our films this year - but that's an OT story
)
EDIT: TOTALLY forgot about the animation part. Depending on whether or not you want to match it up with dialogue, and considering you're technically animating just a few lines (and maybe some neutral poses + breathing, etc etc) - it can range wildly based on how good and fast you are. Personally for me, I think I'd take maybe a week minimum.