CAGD 320 : How it Started

 The Journey into Texturing

The overall problem with the VW Bus micro scene was simply time. There were a large amount of UV'ing to be done. The solution to this is dedicating far more time to this process and perhaps taking less time to be so particular about the fine arrangement of shells. I simply need to manage time far more efficiently   
In regards to the Sci-Fi assignment my overall issue was figuring out how to layout my UV's. This consumed a large amount of time and resulted in additional time loss. As previously the lengths taken to layout shells is overkill and is a detriment to the time constraints of the assignment. In future projects I will perform these acts far quicker.
The Charcuterie Board assignment was the first challenging assignment in regards to complicated UV's. However the significant amount of time lost figuring out how the UV's should be made and arranged significantly refined my UV'ing skills. The simple fix is just way more practice, which I had been doing in later assignments in the class.
The Normal Stamp & Low Poly Wall assignment was very fun. I had little to no issue with it. The only issue I had was figuring out what to make as the possibilities were limitless. I found this to be an amazing way to create high definition assets that aren't hardware heavy. This skill has so many applications in later classes it honestly felt like a key component that needed more focus. I actually wouldn't have minded a practical quiz for this skill because I had that much fun doing it.

Comments