For this term I have decided to incorporate my work on the Brainchild project for my specialty one. Due to my experience in 3D modelling and technical knowledge I was charged with building a rendition of the Peregrinus, the first level of the Wanderer game, as my first asset. While I have worked on objects multiple times before in the past this is the first time I have undertaken the task of an environment, so I was a bit on the edge about the whole deal.
Working with me on this project were Lee Gregory who provided me with the initial concepts of the ship and its buildings and David Allan, whom I'm working closely with to develop the assets required for the game. The actual modelling of the ship began in late March due to my hospitalisation during most of that month. Hence the concepts below were used as my reference sheets to get the right shape for ship, before anything else:
While I give credit to Lee for doing a splendid job at his concept art I felt like aspects of the ship could have been slightly different. For starters that balloon could not sustain the weight of the ship by itself even with suspension of disbelief at play and the front of the ship carries most of the center of gravity and thus requires more elevated support. Since we're also working with low polygon counts and approaching a certain artistic theme a third of my time working on this ship was spent trimming the excessive polys on the model and by extension making it look sharper and more angular.
It went from something like this:
To this:
I went on with the model while keeping in mind to restrain the use of adding unnecessary topology, as seen when I have detached the oars and tail from the main mesh. This allowed me to make more streamlined forms which Jonathan Pace, the one to texture the ship later on, will be especially appreciative for. For current intents and purposes every other part of the ship was modelled as a separate mesh to avoid a lot of stress, as well as making it easier for me to make modifications when required; As you can see in the final preview with the Zoe model made by Dominic Littler (i.e. Look for the candy red speck) on board as a size guide, the Peregrinus is a massive vessel on par with a modern cruise liner. The other addition to take note of here is the crates made by David (i.e. the white meshes) as clutter on the deck, though I made the conscious decision not to use all of his assets.
Just so I don't have the ship as my sole asset for this project I have also went ahead with an active mechnical asset which is very common in video games: The conveyor belt!
Considering this is on a much smaller scale than the airship I wanted to try out a lot of new things here. For starters this is very minimal, using no more than four meshes and 1700 quads. The pulleys are simple enough since they will be at a distance from the game and mirrored to make up the length of the belt and wooden planks. For the latter two I have experimented with modifiers until I have discovered the versatility of arrays, allowing me to repeat the meshes over a bezier curve which the belt and planks follow.
This was surprisingly fun to do. Most importantly, the conveyor belt was entirely my own design based on the mechanics of old printing presses and ancient Greek treadmills. This helped reinforce the consistent style we are going for the game and after a few tweaks cemented my credibility as a 3D artist. As you can see I have taken care to keep the animation seamless yet balanced by keeping it at 223 frames. It is symmetrical, so it can be flipped around to be used the other way round easily, although playing it in reverse should pose no problem either.
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| An early version of the ship with frontal sails. |










