quick look

3D artist and animator. AI programmer and UI designer. Follow my blog of me creating stuff I do on the computer every week. From Skyrim Mods to high detail cities to programming games it will all be here. A lot of opinion and pretty pictures every week. Hope you enjoy your stay. Cheers.

recent posts

Ship Modelling and Texturing Completed

So this week I finally finished up the modelling and textures of the ship and as promised I will be doing a postmortem this time. More of an in depth discussion of why it took so long, and how I would redo it.


My planning on this piece was moreso then normal, however it was such a large piece I felt like I should have planned more. I had a few ideas of how I wanted it to look, but nothing specific, and no color chart. I went through a few too many colors of the hull which cost me a lot of time.

Modelling Pipeline

This model took me longer then my standard ones but there are a few things I should have kept in mind. The first was to unwrap while I worked. This would have alleviated the problem of having a lot of similar things to unwrap and re-clone when I unwrapped a piece. As well, if I unwrapped it as I went, I wouldn’t have had long periods where I didn’t want to work on it since it was only unwrapping. The second was to be completely happy with the detail on the model. I put in a lot of time texturing a model I didn’t like and wasting a lot of time there.

Texturing Pipeline

This was where the majority of my time was spent. A few reasons could be that I wanted 4096 textures for the detail, or there was just a lot to texture. However I think the main thing is I did not have a unified thought process for my ship. This could have been done in a bit better and quicker way if I planned it a bit more.


So I know few people will follow this, myself included sadly, however if I were to take something away from this would be to plan it more and get a feel for the model before I started modelling. As well finding a detail level I would want. There is nothing more annoying then a lot of texture in one area and none in another, whether it is in a texture or a model.



Speed Model Segment

This week I just made a quick log covered by a tarp. In reality I would want to take this into mudbox to get a nice normal map, however that isn’t the point of these renders so I just quickly did it in Photoshop. It turned out alright but before I would throw it in a game, I would redo it in mudbox


Logs Covered

Tutorial Segment

This is the tutorial I wanted to do last week so here it is.



Ships Rigging So this week I was lazy because I had my first day of work and all that, however I still got some stuff done on the ship. The 80-20 rule is killing me however the ship is so close to being done and the biggest problem now will be myself feature creeping it. […]


New Deck Texture This week was busy with some interviews and stuff people asked me to do. Sadly that took away time from me working on the ship and I wanted to redo the entire deck texture as well as the extras, so this has pushed back when I will be finished. Hopefully not too […]


More ship stuff and Pillars Not much to say this week, because I was working on designs for a job interview instead of my ship. However the ship is coming along, however I want to remake the deck which will take a bit longer but it already looks better. Ship Full Speed Model Segment Back […]


Ship Additions and This week I finally got to see how the ship would look with all the little additions I made for it like the cannon and stuff like that. As well I set up the scene a bit more, adding in the helm, lantern, cannon and stuff like that. No materials on the […]


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