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Pot Renders

Happy New Year!

For my first blog post of 2020, I thought I'd briefly start with a recap of the last year; to see how far I've come with D_ROGUE.

I created concept art to technical drawings, visual dev to illustrations. I even made animations, to reveal the projects name!

2019, for me, was full of building, learning and improving my 2D and 3D skill set. I learnt so much and overcome so many challenging...challenges.

Taking the notes I had from my head and actually creating artwork (shaping the project to where I am now), has been one of the most rewarding things creatively.

In 2020, I hope to take what I've built on and take it to new depths. I'm sure that with learning new software, tools and techniques, will come with its own set of challenges. But as Rikki Rogers once said "Strength doesn't come from what you can do. It comes from overcoming the things you once thought you couldn't.".


                                                                                                                                         Jason Bartlett ©

Here is a collection of renders of my last creation of 2019, a crab pot model, within the Quixel 3DO viewer. I set the blending option of the netting to transparency here so you could clearly see the funnel shape and curvature of the mesh.


                                                                                                                                         Jason Bartlett ©

Above, I have the maps of the model isolated clockwise, so that you can see all the different textures that come together to make the whole product.


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Above and below, I applied a wet material, and tweaked the gloss reflectancy on everything, to create the effect that the crab pot had just been pulled out the sea.


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I was quite pleased seeing all the materials come together nicely in this backlit close-up.


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Here we have the finished model in the game engine Unity. Note, the absence of the rope displacement (illusion of depth on the rendered faces) in the previous images. I had issues using the height feature in Quixel's settings to correctly display the bumpiness of the individual threads. Instead, I brought the model into Unity and used a special material shader to FINALLY display the displacement.


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Here we have an internal shot of the pot itself. I eventually left the netting albedo (main texture) greyish, so that it was more visible and contrasted well with the pot frame.


                                                                                                                                         Jason Bartlett ©

Rope spool. Or is it Fusilli lunghi? I think I may definitely be hungry writing this.


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Now all the crab pot needs is a haul of king crabs!


Thanks for reading :)

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