Sprint 1

     For this sprint I worked mainly on getting a low poly torch asset made and started on a large anchor.

 

 
    It consists of five separate pieces that really draw from the stylized elements of Sea of Thieves. I had initially intended to take it into ZBrush to make a high poly bake but I had opted not to as other modelers will not be doing the same and I wanted to maintain consistency.
    With regards to the interior of the torch I recognized that it wouldn't be too visible because the particle effects that would obstruct the inside. Using a curve on an extrude edge allowed me to achieve the sconces torch holder curve. 
    The UVs here are simple and well laid out. I always want to ensure that player facing elements have a higher texel density than non visible parts to maximize UV sheet space.


    Lastly I have progress on the anchor. I'm not too happy with its topology at the cross so I may end up redoing that part. I don't believe I efficiently utilized the topology at the top so I will end up redoing it.
    The bottom will likely be done after the top is properly adjusted. I rather have good topology over a rushed and janky model.
    My lead has heavily implied that I work on the cannon following the completion of the anchor.
    

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