This is my final submission for the Creative and Technical project, I will be linking previous blog posts to save on overlapping any information.
I have learned a lot of new techniques from this project including alter texel’s, baking, a greater understanding of substance painter in general with how much a smart material can add to the detail of an model and make it pop even if it’s something small.
The first thing I needed to so to start this project was have a talk with my team for the imagined world project and think about what models are needed to finish or what could be added to make the scene feel less empty. After the discussion I had decided that I would model a boat, this started by gathering images of different kinds of boats and different details of wood textures (scratches, chips, splits and knots).
Moodboards
After looking at different styles, shapes and details of boats the next step was to mock up some sketches of possible designs for me to consider, one I had doe this I then began looking at each of the small designs I have drawn up and began to think about which elements I could pick and forge together to create a final concept.
concepts 1
Now it was time to start modeling the low poly version and think about how I can expand on it to create a high poly version.
Creative and technical Low/high poly Model
Now that I have my base models finished I can take the high poly version into mudbox to start sculpting the details of the wood.
Creative and Technical – Mudbox Sculpting
Now both of my models are almost ready to put into Substance Painter, I just need to position them center in Maya and freeze their constraints.
Creative and Technical – Baking
I tried to bake my models but encountered some issues with the mesh, which turned out to be a problem with my UV’s one of the faces specifically.
C&T Review
I have since had my model reviewed and the main criticism I gained was about the issue with the face mentioned above as well as some texturing issues with stretching.
I have since re-aligned my UV’s and positioned them in a much better way so they are now sewn together and displayed more clearly.
Fixing my mesh
I then started to texture the modal and after having a talk with Matt about how to improve it. I began to add smaller details.
Back to Baking(and Texturing)
I have learned a lot from this project, a better look into how modelling is done within the industry and how other compatible software can really help improve the look of the model compared to what you could get out of just Maya.
I have also learned to work towards a much higher standard of quality, this is gained from learning a better understanding of UV mapping and how to adjust the Texel Density to ensure the texture fits perfectly and does not have any stretching or overlapping.

