I Broke a Boat
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First of all - Istanbul is an incredibly beautiful city. Aside from the touristy famous spots - it is interweaved with the Bosforus waters, and from almost ANY point of the central areas you get to see multiple skylines, each different.
Now, if you like boats, it gets even better.

Since the last time I went there it's been 3 years, and while I did take tons of photos for reference, it took me over a year before I started working on a first ship design.
With the power of Plasticity I actually got to have a model in hand after only a couple of days of work, and... it felt right!

How do I use this for my games, however?

The answer is only one: I gotta break it.
Ruining Everything
Moving quickly from Plasticity to Blender, I started experimenting on different "poses" for the relics. The neat thing of a boat relic is that it works equally as well on the surface of water or on a sandy battlemat. Thanks to Mad Max et al. we got a very clear idea of what the post-apocalyptic wastelands are supposed to look like, and somehow there's always a boat in there.

Starting with one pose, I begun weathering and corroding the hull.
The Waterline Problem
An interesting aspect I didn't consider is that when abrubtly cutting a complex object along a plane you end up with some very sharp edges. Some can be blunt, but if the object is complex enough there is gonna be some areas where the edges are as sharp as a blade. Printing that is going to be a pain, so I covered most of it with scatter.
As above - either floating scatter or simply half-buried in sand or soil.

Fast forward a year or so while I got distracted by more serious projects and I finally decided to get back to this, to release the set together with the Hive!

One done - three-four more to go.
Jack
PS: Bonus points to who recognizes this beautiful creature, which I found docked in Istanbul.

Its funny how comically small it felt when moving next to it. Hollywood movies did a trick on my brain.
