Page 43 - 3D Artist 110 - 2017 UK
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Building a Better Battleship
head of art Vladimir Gremitskiy on the evolution of Wargaming saint petersburg
has the pipeline changed or evolved in the last From an artistic perspective, it’s really hard to
two years? tell what software would be useful and what
We’ve had some changes in the pipeline from the wouldn’t. For example, we could use the software
initial stages in development to the way that it that the real nautical architects use, but it would
exists today. For example, we used to irst create be really hard to use by our team and therefore
the hull, then the objects on the deck and then the wouldn’t be so useful… it might be too complex.
textures themselves. now it’s more complicated: there is no software out there that would
we are aligning all of the blueprints in a 3d let us make ships with one click, so we will
modelling program irst, for example. We are always have to do it manually. but we always
working on more artistic effects and extra have internal technical artists working at
lourishes. the pipeline has only gotten longer! creating scripts to make our lives a lot easier,
such as a script that creates an anchor, barrels
Why stick with maya for World Of Warships? or chain links.
When Wargaming formed around 2003, we
chose Maya for all our tasks and animations. is it dificult for the artists to let the ships go
We have scripts that we have built up over time; it out to sea, after spending so many months
would be dificult to replace them. working on them?
no, i think they are okay with it because they
are there any new tools that you aren’t using always have another one to start on straight
as a company that you would like to? after [laughs].
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