Skip to main content

Crab Renders

E
arly renders of my complete game-ready Red King Crab model.


                                                                                                                                         Jason Bartlett ©



Overall, I am really happy with how the model turned out. Seeing as this is the first actual organic sculpt I have done since Uni, I am rather pleased with the turnaround time.



                                                                                                                                         Jason Bartlett ©


After experimenting with Substance Painter the past few months, I have really come to appreciate the software. The layer system is very intuitive for users familiar with Adobe. Even coming from other 3D software, within just a few hours, it was easy to learn. Once done texturing, you can use the built-in render (Iray) within seconds.


                                                                                                                                         Jason Bartlett ©


My favourite feature is being able to see directional lighting in the 3D and 2D viewport (as seen below). While holding down shift and right click, you can preview (in real-time) how the light interacts with your model. This is super helpful when quickly texturing, as you can see how the light reacts with the surface details on the subject and easily adjust the different map accordingly.


                                                                                                                                         Jason Bartlett ©


I'm really looking forward to implementing this model with other assets, later down the line; such as in pots and nets etc. In addition to this, I can use this model as a template for creating different crab species found in the Bering Sea!



                                                                                                                                        Jason Bartlett ©


In general, this model has been quite special, as it has helped me re-centre my workflow using a new piece of software, as well as the entire project as a whole...that being the game set on board a crab fishing vessel after all!


Thanks for reading :)

Comments

Popular posts from this blog

Timeless Terror: Jaws @ IMAX (50th Anniversary Re-Issue) Review/Analysis

T he 50 th Anniversary Re-Issue IMAX screening of Steven Spielberg's  Jaws  (1975) was not just a revisit to a classic, but a thoughtful re-education and celebration of cinematic history. From the moment the MCA Universal logo and the iconic JAWS title card graced the colossal IMAX screen, the experience justified every penny. The stunning clarity plunged the audience into Amity Island’s perilous summer like never before. The enhanced resolution revealed details previously lost to small screens and the compression/conversions to old VHS and DVDs. A prime example of this is immediately apparent in the opening sequence. The day-for-night shots where Tom is running after Chrissie on the beach, is remarkably clearer. This allows for a much richer appreciation throughout. As someone with deep admiration for analogue artifacts, particularly works shot on ARRIFLEX or Panavision cameras with anamorphic lenses, this IMAX presentation elevate...

Arnold Render Tests

A fter months and months of modelling, UV unwrapping and exporting assets, it has been very refreshing to now open up Maya 2026 and experiment with all the new features. The first thing I just had to do was to try out the latest version of the  built-in ray tracing renderer, Arnold 7.4. Excitedly, I opened up the wheelhouse interior scene, dropped in a HDRI map on a skydome light, and experimented with all the settings. I increased the brightness of the lights in the attribute editor (as it is an interior space it will be inherently darker), and played around with the number of samples to improve the overall image quality (more iterations for rays to bounce and do their thing). I'm incredibly pleased with how these greyscale renders of the wheelhouse below turned out. They not only bring the space to life visually, but also motivate me to get back into the creative flow. Jason Bartlett © Jason Bartlett © Jason Bartlett © Jason Bartlett © Next time, I'll show some development of...

Crab Pot

For the next step of the modelling process of the crab pot, I was challenged with another huge hurdle ( to say the least). This stage was where all the painstaking problems crawled in again.  The rope. I thought making some bendy cords would be simple enough, but believe me, it was anything but. There aren't many tutorials, covering the whole modelling process to the end 'game ready' product, for rope. So, like previous obstacles I faced in the modelling stage, I used multiple methods and trial and error to find the best path.  Actually, creating a tube following a manually placed path, was the easiest part for me. I had picked this step up while at University. However, I had to manually place and move each Bezier path to form the guide lines, for yards of rope, in a natural and realistic way. Hundreds of them. I spent more hours than I would have liked, setting up the paths to guide the rope along. I kept asking myself that there must be an easier way to tie...