Following the Worldskills Final Brief from 2018 – Theme of “Pirates”. Tasks were to complete, over a 3-day period, a “sunken” treasure chest, pirate tricorn & cutlass and a gold doubloon. Limitations were as follows:

Sunken Treasure

Tri-limit = 10,000 tris

UV tile = single 4096×4096 tile

Time = 6 hours

Tricorn & Cutlass
Tri-limit = 6,000 tris combined
UV tile = single 4096×4096 tile
Time = 6 hours
Gold Doubloon
Tri-limit = 500 tris
UV tile = single 1024×1024 tile
Time = 2 hours 30 mins
No internet use (excluding gathering references before starting)
Tricorn & Cutlass Model:
High poly to low poly workflow
High Poly Model
High to Low Poly bake in SP
UV unwrap of low poly (Both share 1 tile)
Issues
  • Normal/World Normal has artifacting on inside of hat – the low poly model must be too different from the high poly in this area

  • UVs/layout could be cleaner
  • Trying to straighten certain UVs using my previous method created distortion so I didn’t try to use the technique here – particularly the hat UVs and sword handle.
  • Hat shape could be closer to actual tricorn
  • Modelling the hat (trying to get the tricorn shape) was difficult – spent a lot of time restarting the model
  • The sword blade mesh could be cleaner (don’t merch the sword edge vertices into one)

Feedback from previous college lecturer:

  • The normal issues are in a difficult to see part of the model, but the judges may well pick up on it. It is possible to correct normals by painting over them. I use a combination of this video tutorial and/or manually painting the normal map in Photoshop to fix these issues. Memorising how to do this could be tricky. Painting them in Photoshop is probably the answer in this case, but can involve some trial and error.
Sunken Treasure Chest
Placeholder blank plane to place doubloons on top.
Feedback from previous college lecturer:
  • Good example of using mirrored/overlapping UVs for optimisation.
  • The AO bake has created a dark line on the underside of the lid. It looks good in the final render, but may be nit-picked as a mistake. The AO bake settings may just need a slight adjustment with the sliders in this case.

Gold Doubloon Model:

All of the detail is contained within the normal map and was added in substance. Model was limited to 500 tris so the mesh itself is really basic. No issues that I personally had with this model or from feedback with my previous college lecturer. Maybe a bit more colour variation on the textures?

 

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