B ack at the start of 2024, I dove into modelling the interior of the F/V Scully . To be honest, I was slightly intimidated at first. Excited, but apprehensive. I knew I was embarking on a long arduous journey. The time I would spend on the interior would likely be more than tripled compared to the exterior (not including UV unwrapping and texturing). While creating the interior seemed fun, I also recognised it would be a daunting task. However, I soon realized that I have been tackling similar challenges throughout the project for years ! Over the next ten months in my free time, I constructed the interior of the F/V Scully. I began by blocking out the general spaces, using the exterior model as a guide, and my deck designs (see here and here ) as reference. Next, I connected all the decks together with stairs, doorways and hatches. Then finally, added all the detailing room by room. The first of these rooms I worked on was the wheelhouse....
A hoy! It's been a while (and then some) since my last blog post. In the fifteen-month gap, a lot has happened in my personal life and behind the scenes with the development of D_ROGUE. In that time, amongst many things, I've been overhauling several models I worked on in 2019 that I wasn't quite satisfied with or appeared rushed. Below is one such example of the F/V Scully's w heelhouse windows I reworked. I placed the before and after screenshots side by side to highlight the striking difference that improved geometry can make. I believe one of the reasons I rushed the original model was that I was preparing an orthographic plan of the F/V Scully towards my portfolio review at the video game expo EGX. In creating the orthographic renders, a clean geometry wasn't priority. Having spent several years working on various assets and improving my skills thereafter, returning to the boat's exterior made me realise just how messy the mesh was. C...