R eturning five years later to finally begin completing these models has been interesting. I cleaned up model topology and improved UV maps whilst also adding in some extra detailing, making each piece consistent with a level of detail from the viewer's perspective. One model I added further detailing to before texturing was the Coiling Block. This piece features heavily in gameplay and is centre stage out of all of the mechanical equipment for bringing up crab pots, so it made sense to focus more attention on it. I further reduced the poly count and added hydraulic cables to the back. Something I have always done manually since learning Maya at Uni is wrapping hard surface objects with other objects like cable ties, tape and rope. I always found this a time-consuming and annoying task (even though I have got pretty quick at the steps involved and avoiding intersecting objects). Recently, while looking at rope modelling inspiration, I found a simple tutorial on wrapping objects in ...
A fresh challenge I have been working on the past few weeks has been the forepeak. The forepeak deck is at the forward-most point of the vessel, situated below the forecastle. This space usually houses bait, gear and a crew rest area. Since 2019, this section of the model has remained largely unchanged since I first started modelling the F/V Scully. After I recently completed all the exterior of the hull, I was very eager to blockout the geometry and finally layout all the rooms. The only thing missing again was references! I pored over videos online and without watching every Deadliest Catch episode to find a few seconds of footage, I managed to find two video shorts posted by the crew of the F/V Cornelia Marie last year, featuring a brief tour of the forepeak. Using this footage, alongside my model’s outer hull geometry, I was able to study the structure and replicate key sections I was unsure about; such as stairs and door placement. After all the adjustments remod...