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.
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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 parts including the davit arm and line hauler. The arm hangs the hauler over the side of the boat to raise crab pots, which are then moved into the boat via a picking boom or crane.
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Jason Bartlett © |
Here is the front and back of the coiling block in perspective view (above) and orthographic view (below). I used an assortment of references, both photographs and blueprints (I know, finally some actual plans!!) to work from.
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Jason Bartlett © |
Underneath is a close-up of the shackles linking the line hauler to the davit arm. I found the shackle was actually the most complicated part of the build to model. Attempting to replicate the right curvature, as well as shaping the end bolt rings, proved rather challenging.
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Jason Bartlett © |
I enjoyed creating this mechanical piece, as it had a real mixture of features and form. I look forward to when I UV unwrap it (you don't hear that often!) and texture the model in Substance Painter.
Thanks for reading :)
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