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Arnold Render Tests

A fter months and months of modelling, UV unwrapping and exporting assets, it has been very refreshing to now open up Maya 2026 and experiment with all the new features. The first thing I just had to do was to try out the latest version of the  built-in ray tracing renderer, Arnold 7.4. Excitedly, I opened up the wheelhouse interior scene, dropped in a HDRI map on a skydome light, and experimented with all the settings. I increased the brightness of the lights in the attribute editor (as it is an interior space it will be inherently darker), and played around with the number of samples to improve the overall image quality (more iterations for rays to bounce and do their thing). I'm incredibly pleased with how these greyscale renders of the wheelhouse below turned out. They not only bring the space to life visually, but also motivate me to get back into the creative flow. Jason Bartlett © Jason Bartlett © Jason Bartlett © Jason Bartlett © Next time, I'll show some development of...
Recent posts

Timeless Terror: Jaws @ IMAX (50th Anniversary Re-Issue) Review/Analysis

T he 50 th Anniversary Re-Issue IMAX screening of Steven Spielberg's  Jaws  (1975) was not just a revisit to a classic, but a thoughtful re-education and celebration of cinematic history. From the moment the MCA Universal logo and the iconic JAWS title card graced the colossal IMAX screen, the experience justified every penny. The stunning clarity plunged the audience into Amity Island’s perilous summer like never before. The enhanced resolution revealed details previously lost to small screens and the compression/conversions to old VHS and DVDs. A prime example of this is immediately apparent in the opening sequence. The day-for-night shots where Tom is running after Chrissie on the beach, is remarkably clearer. This allows for a much richer appreciation throughout. As someone with deep admiration for analogue artifacts, particularly works shot on ARRIFLEX or Panavision cameras with anamorphic lenses, this IMAX presentation elevate...

Main Deck Progress

T aking a break from working on the interior of the  F/V  Scully , I redirected some much needed attention to the exterior . Looking back at previous screenshots, it would appear I haven't worked on the  F/V  Scully's exterior deck since 2021! A majority of the original boat model I worked on in 2019 was rushed. This was due to a deadline for an orthographic plan paint over I wanted to present for a portfolio review (see here and here ).  While that artwork was great to showcase at the time and provided valuable experience, it didn't directly lead to any new opportunities. Using the original model as a template, I dove in and overhauled the exterior hull. I began at the main deck level, working outwards and along the port and starboard bulwarks (a vertical extension of the boats side above the main deck for protection against high waves and strong winds). I focused  particularly   on the rear bulwarks, ensuring features have the right thickness to loo...

Maya Migration

A s my Maya LT license is due to expire in the next few months, I'm faced with the daunting task of migrating all my files from Maya LT to Maya Indie. Maya LT, being a limited "lite" version of the software, does not fully support cross-compatibility of its scene file type (.mlt) with other versions of Maya. Which absolutely sucks. This means that all the files I have ever created in Maya LT over the past FIVE years must be exported and organized before moving over to use Maya Indie. As well as this, I think it is good to just back up everything as FBX files (a widely used file format that efficiently stores 3D model data). This migration process is truly a mammoth undertaking, demanding all my attention and energy. I've had to put all ongoing project progress on hold just to prevent possibly losing years of work, as Maya LT's native scene files won't be fully supported in the full release Maya and will become inaccessible as of September 2025. Ugggh. To p...

TV-Radio-Cassette Player

W hile researching props for the captain's stateroom, I stumbled across a little device practically lost to time: the Panasonic TR-003. A fascinating, all-in-one, TV-radio-cassette player from the early 70s. Initially, when I first discovered it, all I had was an image from a scanned advertisement (see here ), with no idea what the device was called. My Google Lens searches only turned up random old portable radios. After more digging, I found the popular Panasonic TR-545C, which led me to a high-quality scan of a vintage newspaper advert featuring the entire portable Panasonic range. And there it was: the TV-cassette player I’d been looking for, the TR-003, complete with its model details. Searching for this forgotten device online yielded scarce results, only about eight grainy single-page ads. It wasn't just obscure; it was like a digital whisper from a bygone era. As a sucker for old studio-lit tech ads, I instantly knew its unusual, compact form and tiny 3-inch pop-up ...

Stateroom Progress

F ollowing the excellent progress of the interior decks, I turned my attention to modelling the captain's stateroom. The stateroom, or captain's quarters, on the F/V Scully serves as the captain's personal cabin. Often slightly larger than standard crew cabins, it is typically the most luxurious and personalized cabin space on a vessel. It's not only where the captain rests but also works. One of the blessings (and curses!) of modelling an entire crab fishing vessel, is translating its functional, compact design into a 3D environment for a video game. Ensuring scale and proportions feel right within such a confined yet vital space, which the player will navigate, is key. It's more than just carefully placing objects; it's about conveying a unique atmosphere and lived-in functionality that the player will experience. My focus has been on capturing the basic essence of this room. The built-in bed, stylish table and lounge chair, as well as the various wall storag...

Where's Your Head At?

C ontinuing my recent focus on the cabin deck and its various sleeping quarters, I've been working on something essential we all use daily. A toilet! F/V Scully's  toilet, washroom or 'Head' (a nautical  term originating from the location of toilets on early sailing ships) has been a surprisingly challenging, narrow space to model. It's actually been a great exercise in u nderstanding spatial constraints and practical design. In a cramped environment like a boat, every inch of space counts, and even the spatial layout of the toilet reflects the practical realities of life at sea. I poured over loads of reference photos and plans of real fishing boat toilets to get a feel for how these spaces are configured.   Beyond basic fixtures, I've looked into the small details that add character and hint at the lives of the crew. What kind of storage solutions would there be? Where would they store their personal items? Would there be handrails in certain locations for sup...

6 Yr Blog Anniversary

H appy  6th Blogiversary! Six years ago today, this project began! Over two thousand days later  (Gulp) , I'm still proud of the consistency I've maintained. I often think back to University, which instilled in me the habit of posting regularly on Blogger. Looking back, it's incredible to see how much has changed, and yet how much the core of this project remains the same.  It's not always easy, but this blog has become a vital part of my creative process and personal growth. Developing D_ROGUE has been a long journey with many challenges and lessons learned along the way. Seeing the progress over the years fuels my motivation, especially that initial drive to document my work and build a portfolio. There's still a looooooong way to go, but I'm more determined than ever. Remembering my original intent...to document my journey, share my learnings, and build a portfolio, is key. Seeing my skills grow through previous posts has been both invaluable and ...

UV Unwrap Update #6

P reviously, in the blog post before last, I showcased a selection of equipment and items I modelled for the Wheelhouse interior. Now that most of these assets are completely modelled, the next step is optimization and UV unwrapping! "Ugh, UVs?" I hear you groan. "That sounds tedious!" you might be thinking. And you wouldn't be wrong! However, UV unwrapping is a necessary evil. One I've come to appreciate, and even enjoy from time to time. I like to think I've improved in speed and efficiency when assigning UV coordinates to vertices. In fact, I can proudly say I've been UV unwrapping for over ten years (check out this post   here   from my first weeks of Uni; featuring not-so-optimized UVs of tools…of all things)!! Over the years, I've developed a mental workflow that helps me tackle UV unwrapping. Here are five tips I've found particularly helpful: Pre-visualization:  Before you even  start  unwrapping, think about how ...

Cabins Progress

M oving into 2025, the F/V  Scully's   interior is starting to take shape! Over the past weeks, I've shifted focus towards modelling the cabin deck, aiming to create a believable and lived-in space the player will be able to explore. My aim is to create an authentic environment onboard the F/V Scully . This means going beyond simple walls and floors, and meticulously modelling the tools and equipment that define a hard-working life at sea. While machinery and navigation equipment depict the workplace, it's the personal effects of the crew that are crucial to capturing the lived-in authenticity of the space; grounding the reality through human connection. These details aren't just visual clutter; they are storytelling elements that hint at the lives and personalities of the crew.  As the game unfolds, players will examine these objects to unravel the mystery through clues and fill in the gaps of the larger picture. Therefore, the cabin rooms are key to helping players...