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Showing posts from April, 2019

Boat Building

Right from the start of my vision, I knew I had to create a 3D model of a boat. Whether that was towards paint-over concepts, illustrations, renders, or for a first-person on-board  experience , I knew a fishing boat would be at the heart of the video game. Below is a side view of the  Scully 's hull in its early stages;  within the 3D modelling software Maya.  Behind the highlighted model, is the image of my m odel sheet ( see here ) which I used like a blue print to work and build up from. One of the greatest challenges while modelling the vessel for me, was not having any clear reference other than my model sheet and a few photographs to work from. This was okay to an extent but several features below  the water line, for this type of fishing boat, are not well documented. This was a real test and I spent a great deal of time trying to interpret 2D images into a 3D space to the best of my ability. Another thing I struggled with, and for some time, was the

Render Tests

An important element in the conceptual stage is to not look at a problem from one perspective. It's always best to get multiple views to achieve a greater outcome. To reach an end goal is one thing. The journey to that end goal is something else entirely. One of my favourite quotes by Carl Friedrich Gauss states "It is not knowledge, but the act of learning, not possession but the act of getting there, which grants the greatest enjoyment". I totally agree with this and it applies to game development. Creating something big or small brings its challenges and the act to reach the finish line is where the magic happens. I hope to experiment in several styles, as would any other artist working early on in game development; focusing on diversity and demonstrating imagination. Jason Bartlett © I created the above image, of a  bow mast, using the toon shader in the render settings of Arnold for Maya. I really enjoyed creating the style, was simple to set up, and

Fore Designs

T his is the orthographic design I made for the fore (bow) of the fishing vessel  Scully.  I had difficulty presenting it with a cut-out effect from this perspective, as the  boat bow  shape became un recognisable.  I fixed this by not splitting the outer hull in half completely; retaining the bow curve in this view. Jason Bartlett © Like in my previous aft design (see last post) I've presented each deck by reducing the transparency of the others. Jason Bartlett © Here we have the forecastle level which is raised high to accommodate more room, and at the same time, protect the boat from oncoming waves. Jason Bartlett © Next is the forepeak deck. I really enjoyed working on smaller details such as the open door and ladder down to the bottom deck hold. Jason Bartlett © Again, like last time, I focused on working out possible player navigation and effective routes for gameplay which I have highlighted in red. I intend to come back

Aft Designs

B elow are some early designs for the deck layouts on-board the (F/V) Scully . I used the model sheet I made (see previous post) and worked from it like a blueprint plan to begin building a simple 3D model in  the Autodesk software Maya . Jason Bartlett © I created the orthographic angle (3D perspective in a 2D view) by editing the camera setting within Maya.  I chose this aft (rear) area to begin with, as this is where core gameplay would take place, it was key to develop it for the most optimum layout first. Jason Bartlett © I then took a basic render from Maya into Photoshop and painted over the elements; using layers within groups for each deck. To better distinguish them, I have highlighted every one by fading the opacity. Jason Bartlett © I removed one side of the boats' hull for a cut-out effect. I achieved this in Maya by splitting the model in half and using horizontal planes to roughly shape the floor and vertical for the bulkhead sections.