Skip to main content

Wheelhouse Progress

B

ack at the start of 2024, I dove into modelling the interior of the F/V Scully. To be honest, I was slightly intimidated at first. Excited, but apprehensive. I knew I was embarking on a long arduous journey. The time I would spend on the interior would likely be more than tripled compared to the exterior (not including UV unwrapping and texturing). While creating the interior seemed fun, I also recognised it would be a daunting task. However, I soon realized that I have been tackling similar challenges throughout the project for years!

Over the next ten months in my free time, I constructed the interior of the F/V Scully. I began by blocking out the general spaces, using the exterior model as a guide, and my deck designs (see here and here) as reference. Next, I connected all the decks together with stairs, doorways and hatches. Then finally, added all the detailing room by room. The first of these rooms I worked on was the wheelhouse. 

F/V Scully's wheelhouse is one of the most important spaces in D_ROGUE. Players would spend a significant amount of time here compared to the rest of the boat; so I spent a little more effort to ensure everything feels just right. I used numerous reference images from the TV show Deadliest Catch and meticulously researched all the navigation equipment so it was authentic to the late 70's. Although one or two pieces may not have been available until the 80's, their aesthetical appeal made them worth including!

Below are a few screenshots inside the wheelhouse. The first two showcase the stark contrast between it's inital and fully modelled state, with all the assets and gear in place. I believe that incorporating the full bells and whistles, not only enhances the immersive experience for players but also introduces unique mechanics that will make taking control of the boat during gameplay feel both realistic and engaging.


Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

Jason Bartlett ©

In the next post, I'll share screenshots of the galley interior!


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...

6 Yr Blog Anniversary

H appy  6th Blogiversary! Six years ago today, this project began! Over two thousand days later  (Gulp) , I'm still proud of the consistency I've maintained. I often think back to University, which instilled in me the habit of posting regularly on Blogger. Looking back, it's incredible to see how much has changed, and yet how much the core of this project remains the same.  It's not always easy, but this blog has become a vital part of my creative process and personal growth. Developing D_ROGUE has been a long journey with many challenges and lessons learned along the way. Seeing the progress over the years fuels my motivation, especially that initial drive to document my work and build a portfolio. There's still a looooooong way to go, but I'm more determined than ever. Remembering my original intent...to document my journey, share my learnings, and build a portfolio, is key. Seeing my skills grow through previous posts has been both invaluable and ...

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...