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Showing posts from April, 2021

Coiling Block

S ince leaving University, I've truly learnt how optimising and refining the  geometry of my models is a key part of the production process in Maya. Figuring out what surface  components  are necessary and removing unnecessary ones can make a huge difference on performance in a video game. Even more so, the more assets there are, such as in triple A games. This model of a coiling block  I created,  is a great example of this. In the second and third screenshots, I have enabled wireframe on shaded mode to show the tidied  vertices, edges and faces. While this is a fairly detailed model, I have still applied the best practices of  cleaning up any unessential  elements . After enough repetition and iteration, optimising geometry becomes second nature.  Jason Bartlett © Above is the complete  coiling block in Maya. This piece of equipment is powered by hydraulics and helps raise heavy pots out of the water by coiling line along a spinning spool plate.  The block consists of several par

Sorting Table

U nderneath are a few   screenshots in Maya of t he next  significant asset I created for onboard the F/V Scully, a sorting table . A sorting table is quite self-explanatory but is where the catch from a crab pot is sorted by the crew to check the crabs are the right size and not under the legal limit to be caught. Any that are too small or the wrong species, are thrown back to sea.  This model was a fairly quick build. The part that took slightly longer was the bolt latches  (highlighted in the second image)  for the gate. I had to keep the geometry for the saddle, latch and bolt as low poly as possible. To achieve this, I tried working backwards by adding in all the parts and edge loops first, and then stripped the components back to be as low poly as possible with only the necessary features. In the last  screenshot , I've included a little bonus model, a tote tub. This is used for moving lots of crabs (once sorted from the table), either to a holding tank, or back overboard. Ja