Western Scene Final Post

 For this assignment, we were tasked with creating an entire western scene using both models we have created previously and new models we create on our own. We were also given a list of requirements and specifications to follow while creating the scene, mainly a polygon face limit of 50,000. Below, I will discuss the trouble I faced with certain parts of the assignment, and the many, many things I have learned in my attempt to create a western saloon. 

    


    Above, you can see my selected final render to turn in to blackboard. I chose this angle because it includes many different objects from my scene. Although I do wish I had a bit more time to select my angle and create a well-placed shot, I can admit that it is entirely my fault that I do not. My main issue for this project was time management. I grossly underestimated the workload and allowed my personal life to overtake my school life. This lead to me taking many shortcuts and not including items I previously stated I was excited to work on.


    In my second selected render, I attempted to capture my lantern casting light onto the environment. Unfortunately, the lantern did not have the intended effect and created some very odd shadows onto the table. I did not allow myself enough time to properly troubleshoot lighting, so by the time I had realized my error, I had to simply turn in what I had.


    Finally, I have here my third render. In this shot, I attempted to show off the bar textures, as well as the bottles I created. One of the mistakes I made when creating this scene was not creating another bottle model, and simply reusing my previous one. For starters, the model was problematic in being moved and grouped. The main issue, however, was the face count on that bottle. Once I had included all of the bottles seen in the render, my poly count shot to 60,000. I was forced to remove an extra seating area from the scene, and I wish I would have made a lower-poly model instead. Had I done this, I could have had an angle facing the opposite direction.
    The final major issue I would like to discuss is one I faced when I was UVing and texturing a door model that I would end up using for both the second floor and the front door. I attempted to extrude faces on the door and manipulate them to create an interesting design, and was fairly successful in my opinion. However, I did not think of my UVs when I did this, and it was a nightmare attempting to cut and unfold all the small pieces. On top of this, when I imported them to substance painter, the edges of the designs became smoothed out rather than sharp like in the maya model, and this made it very difficult to properly decide on a good substance to texture the door with, as shown below.




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