#2 – 3D Modeling the pirate ship

Now it’s time to start making the final design for the pirate ship. To do that I have gathered a stack of reference material that I can use to design the model to look like a proper ship. The white boxing model will now get a makeover. It will have pretty much the same shape and size where the interaction will take place but the pirate ship aesthetics will also been added. Now the overall shape of the ship resembles more and more like a real ship. The ship now also has a bottom. Even if it won’t be seen on screen I felt that I had the time to make a decent looking bottom for the pirate ship, Because I don’t know whether I can reuse this asset again in the future or not.

Pirate Ship.jpg

I have been told that our ship must have double layered polygons at the bottom of the ship since there is a high risk for that the ocean in our game enters the ship and screw things over, so a double layered polygons at the bottom there is. I have also been told that I must make the sails and the top of the mast as their own fbx file so they can be taken away when the game takes place on the boat, since the sails otherwise will be in the way when the players are trying to watch over and move their own crew. When the game takes place on the ocean and the players steer the ships instead of moving the pirates the sails and mast will be put on again since they won’t be in the way anymore. The sails will actually be of help for the players when they move their pirate ships, because I will make them in different colors. That way the players can get a hold of which one of them that the different pirate ships belong to.

When the 3d modeling of the pirate ship has been finished the 3D model is then exported as an fbx file so that my fellow programmers can do wonders with it, but there’s still a little bit more to do with the pirate ship which would be uv-mapping. I will write more about that in an upcoming post.

Martin Månsson from Lag Anda

About Martin Månsson

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