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...
T he next asset I've got around to texturing is the sorting table, and the renders are now ready to share! Like the pot launcher before, I discovered a few topology issues that bothered me, specifically the wheels and latches (see here ). So, I tidied them all up in Maya, drastically reducing the poly count. Booyah. In Substance 3D Painter, I was conscious to keep an eye on scale when texturing. The crab sorting table has quite large surface areas, so I had to constantly be aware of texture scaling to make the object look as convincingly accurate and readable in size as possible. After messing about with basic lighting and renders in Iray , I had a fun idea. I opened the sorting table and my king crab model into a scene in Maya. Using the node-based procedural effects tool MASH, I created a bunch of king crabs, scattered them using a random node and placed them above the table using a transform node. Next, I distributed the duplicates so no geom...