This low poly vet asset I bought for the vet scene for some reason did not have coherently wrapped UVs for the textures (to explain it to those not familiar with 3d art, it means that if you add a texture to the object it will either cover the entire thing [as it is all considered one huge object instead of an environment with different objects] or it goes on default UVs which is practically just randomly, 1/5 of the scene would be considered one texture when they have no relation to each other). So I had to individually create surfaces for every single object polygon by polygon; bare in mind there is 177,312 polygons in this vet room, thankfully daz has a prediction-type mechanism embedded into the geometry editor so I did not have to individually do 177,312 surfaces, although setting up each surface and texture did take me longer than I hoped for when I bought this asset. After finding some hq textures that fit with the objects the final result was quite good and I was happy with it.
As you guys may know by now I put a lot of effort into my environments, many content creators simply use base environments then go about their day. Detailed environments are a bitch to render, it can increase render time by literal hours, but the amount of life it can bring to a scene to me is worth the extra render time. Maybe I am a background freak. Have any of you guys seen that 80s movie Akira? The character animation and design is meh (great for the time sure but now days not so much), but the amount of detail they put into each and every background even if it was for a short shot holds up even 30 years later. You can tell they put so much effort and passion into it.
Idk I just felt like I would share more of the creative processes that go into making FF, because I think I do many things in a unique or an unconventional way (unique does not always equal better).