Post-Mortem


The two biggest things that I struggled with in this project was texturing my 3d objects and rendering out my cinematic flythrough. I had a hard time trying to figure out how to UV map in Maya to texture my complex models, so I ended up just using textures found in the Megascans Library, which caused some stretching on some of my furniture. Setting up keyframes for the flythrough was difficult because I was showing the interior of a house, it had a lot of tight corners the camera was swinging around which caused some portions of the flythrough to be quick and snappy while other parts are smooth and slow. 

What I could improve on this project is to redo all the walls and flooring. As it is now, the outside walls are the same as the inside if you were to texture it like I have done, which makes only one side look pretty, and the same goes for the floor. There are certain parts that I was able to work by creating basically just a plane for the texture to sit on and place it against the ceiling to keep a consistent texture. Another thing that I could improve upon is the railway rig for the cinematic camera. This was my first time touching it, so I believe with more time playing with it and learning it I could create a much better railway for my flythrough cinematic.

The biggest skill that would have helped me on this project is knowledge in texturing. I came into this project with little to none on creating my own textures, so I had to rely on finding textures that matched what I wanted to create in the Megascans Library. 

I really enjoyed this project. It led me back to something I really enjoy, 3d modeling, which I probably sunk the most time in for this project. It was a nice change from creating and blocking out this big scene to only focusing on creating a single house, and to that we got to choose one that we could reference as we recreated it.

Get Frank Lloyd Wright House

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That's a great post-mortem Ian!