Traverse Board | Maritime Navigation

Asset creation for VESTICUS (https://s_l.artstation.com/).
TEXTURES & SHADERS: Features a procedural wood-grain with dynamic roughness mapping to simulate years of usage. Utilised ambient occlusion masking to create discolouration around the peg holes.
GEOMETRY NODES: The ropes utilise a scattering system to generate procedural 'stray strands', using weight-painting to drive density in high-friction areas.
DRIVERS: The peg system is driven via a kinematic constraint setup. Created a custom attribute-linked logic where the position of the pegs can be adjusted via a control object, which triggers an update in the location of the rope's midpoint. The script will calculate this location based on the position of each end, taking into account the required tension-level to simulate realistic movement (without the increase in computing power caused by the built-in physics system).