Minerva Temple
3D Environment Art (Full workflow)
Maya / Substance 3D Painter / Arnold Renderer
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Adjusted model placements in the scene based on practical logic, refining sketch flaws to ensure all floors are accessible via stairs.
The adjustments maintained both aesthetic appeal and structural design integrity.
At first, I didn’t fully understand how UVs work, so I ignored their orientation when unfolding them. However, while creating textures, I quickly realized the issue: many of my models had woodgrain materials, and the disorganized UVs made the grain direction look unnatural. To fix this, I re-unfolded the UVs and redid the textures.
Additionally, I discovered that overlapping UVs in less noticeable areas could save resources and improve texture clarity.
This experience gave me a deeper and clearer understanding of UVs and texturing.
Since this is an indoor scene, I added multiple lights for illumination but noticed significant noise in the lit areas.
To address this, I adjusted the rendering parameters. Although Maya crashed countless times XD, I gained valuable experience through persistent debugging. I rendered each camera separately, setting parameters like SSS to 0 when they had no visible impact in the current view.
Additionally, I used Denoiser Oidn, which allowed me to reduce parameter settings by nearly 50%, achieving faster render times with results comparable to high-parameter renders.