Page 42 - 3D Artist 110 - 2017 UK
P. 42

REBUILDING HISTORY: WORLD OF WARSHIPS









            While one artist usually builds
            a ship, in some instances more
            artists will assist if production
            needs a fast turnaround































                     it might look            once the artist feels conident that the ship is   truth be told, the process sounds gruelling.
                                              ready to move on to the next stage of modelling,   Why, then, do the artists at Wargaming saint
               impressive, but it’s           the time-consuming texturing process begins. it is   Petersburg commit so many months of their lives
            actually quite simple. it         split into two parts: technical and artistic. in the   to these single-ship projects? “Passion. it’s all
                                              technical stage, artists will work to ill in any gaps
                                                                                   about passion,” nepochatov beams. “i really love
           all starts with a cube             that they were not able to implement in Maya   working with ships, i love vessels from my youth.
                                              due to polygon limitations. “it’s approximately   i saw Titanic when i was seven years old, and it
                  Anatoliy Nepochatov,        300,000 polygons. it sounds like a lot, but if you   wasn’t that boring romantic story that i fell in love
                     Senior 3D artist         talk about a huge battleship, it is nothing,” says   with, but just the ship.”
                                              nepochatov, explaining that the way the artists   that passion can be seen and felt across the
                                              will work around modelling restrictions is by   entire studio. it’s a team with a passion for history,
          a german destroyer, for example, it might look   “texturing some of the elements that are either   eager to please the millions of players. there’s
          impressive, but it’s actually quite simple. it all   too small to model or too small to see. Pieces such   a certain level of technical skill required to handle
          starts with a cube.”                as rivets, air grates, welds and langes. if a ship is   these digital restorations, and Wargaming has
            the hull itself is a compound object, crafted in   riveted, for example, there will be thousands of   turned it into an artform. And that, we’re told, is
          Maya to align with the schematics – although this,   them that need to be put in place… thankfully,   something the studio is intent on maintaining as it
          we’re told, can take a signiicant amount of time.   we can just paint them on using Photoshop.”  continues to build, improve and expand World Of
          “the schematics are never perfect,” nepochatov   the second part of this process sees the   Warships in the future.
          continues. “it can take a lot of time to adjust these   near-inal ship move through a texture pipeline,   “to an extent, our dedication to historical
          features.” thankfully, the studio has found a few   with Quixel studio used to paint in lourishes such   accuracy it comes down to personal pride,” says
          shortcuts to help speed up production once the   as rust, scratches and leak stains to give the ship   Vladimir gremitskiy. “but on the other hand, we
          initial craft work has been completed, taking some   the inal touch of authenticity, resembling their   know that [our players] are naval nerds and they
          of the strain off of artists looking to re-create   real-life counterpart as closely as possible.   expect for things to be speciic – they whine on
          these ships with 100-per-cent accuracy.   With Wargaming intent on having the most   forums if it isn’t… the last thing we would want
            Wargaming’s object manager is essentially a   accurate 3d models in the world, a strict   is to go to war with them over it.”
          huge library of different assets and elements from   quality-control process has evolved. When the
          other ship classes that an artist can reuse. it’s the   model is inished up, the team circumvents
          elements many ships have in common, such as   rendering it out straight away: instead, it exports    300,000 polygons
          “the main and secondary weapons, ire-control   the model and its texture maps from Maya and
          systems, and anchoring equipment,” says   into Wargaming’s proprietary big World MMo   sounds like a lot, but if
          nepochatov. “We can load these various   game engine. it’s here where all the pieces are
          elements into the ship scene as reference   welded together, giving the artists the opportunity   you talk about a huge
          objects, signiicantly shortening production time.”   to see their model in the proper environments   battleship, it is nothing
          nepochatov notes that re-creating each of the   and illumination before the QA teams, nautical
          2,000-plus objects that make up one ship every   engineers and military veterans pass over it   Anatoliy Nepochatov,
          time would be, as he puts it, “ridiculous”.   for inspection.                       Senior 3D artist
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