Skip to main content

Main Deck Progress

T

aking a break from working on the interior of the F/V Scully, I redirected some much needed attention to the exterior.

Looking back at previous screenshots, it would appear I haven't worked on the F/V Scully's exterior deck since 2021!

A majority of the original boat model I worked on in 2019 was rushed. This was due to a deadline for an orthographic plan paint over I wanted to present for a portfolio review (see here and here). While that artwork was great to showcase at the time and provided valuable experience, it didn't directly lead to any new opportunities.

Using the original model as a template, I dove in and overhauled the exterior hull. I began at the main deck level, working outwards and along the port and starboard bulwarks (a vertical extension of the boats side above the main deck for protection against high waves and strong winds).

I focused particularly on the rear bulwarks, ensuring features have the right thickness to look sturdy against the elements. This involved defining the grid sections with much cleaner topology and carefully modelling details like the top edge railings, bilge pumps and pipes. I also integrated scuppers (low cutouts essential to quickly drain water off the deck). See below for the results.




Jason Bartlett ©

Jason Bartlett ©


Next time, I will show progress on the forepeak and bow!


Thanks for reading :)

Comments

Popular posts from this blog

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...

Render Tests

An important element in the conceptual stage is to not look at a problem from one perspective. It's always best to get multiple views to achieve a greater outcome. To reach an end goal is one thing. The journey to that end goal is something else entirely. One of my favourite quotes by Carl Friedrich Gauss states "It is not knowledge, but the act of learning, not possession but the act of getting there, which grants the greatest enjoyment". I totally agree with this and it applies to game development. Creating something big or small brings its challenges and the act to reach the finish line is where the magic happens. I hope to experiment in several styles, as would any other artist working early on in game development; focusing on diversity and demonstrating imagination. Jason Bartlett © I created the above image, of a  bow mast, using the toon shader in the render settings of Arnold for Maya. I really enjoyed creating the style, was simple to se...

SYSTEM READY.