O
ver the course of 2024,
the F/V Scully's interior has steadily gained depth and
detail through not only the fishing boats structure, but also its individual
assets. Below you can see a selection of various pieces of equipment I've been focusing on that would have been crucial to the vessel's
operation in the 70's.
For example, the handheld walkie-talkie. I paid particular
attention to finding a model that not only looks like it means business but
also reflects the period it was originally made in. Similarly, another model,
the tape drive, is so distinct with its mechanical buttons, knobs and details,
its sole presence serves as an essential visual cue to the era the game is set
in. As mentioned in my last post, I feel this attention to small details is
essential to create a rich and believable environment, ensuring each
element, no matter how seemingly minor, contributes to the overall immersive
experience.
As the asset collection grows, I've increasingly focused
more and more on balancing detail with optimization. This requires thoughtful
management every time of the poly count, the use of efficient UV mapping, and
constantly questioning the necessity of each new piece with "Does this
serve a purpose? Is it essential I model this?". Maintaining this
balance is key to ensure that each model enhances the immersive and captivating atmosphere of D_ROGUE, without forgoing performance of the overall experience.
|
Jason Bartlett © |
|
Jason Bartlett © |
|
Jason Bartlett © |
|
Jason Bartlett © |
|
Jason Bartlett ©
| Jason Bartlett © |
|
|
Jason Bartlett © |
In the next post, I'll share screenshots of my progress modelling the cabin rooms!
Thanks for reading :)
Comments
Post a Comment