Medieval Battering Ram from the Kingdom of England
Concept Credit to moonxels

The model consists of multiple assets. The structure itself, separated into interior and
exterior groups, the battering ram and chain supports, the shields, arrows, and finally the flags.
This was done so all of the moving parts are able to be rigged and animated.

There are three distance-based LOD groups.
LOD 0 (Highest Quality) -
Faces: 45,573
Tris: 85,957
LOD 1 (Mid Quality)
Faces: 20,519
Tris: 39,285
LOD 2 (Low Quality)
Faces: 15,511
Tris: 29,049

The software used for this project were as follows:
PureRef - mood boarding
Maya - 3d modeling, UVs, and rendering with Arnold
ZBrush - Figure head sculpt
Substance Painter - texturing
Adobe After Effects – video composition

The materials used on the models were from the concept and understanding of the period. The main structure is a weathered wood laced with a nice layer of mud on the bottom by
using a position mask in Substance. The ramming component is made of solid cast metal
attached to a downed tree. The handles are comprised of tree branches and steel. The chains are
also steel, along with all the other fastening components, bolts, nails, wheel axles. The flags are
made of a fabric linen sporting the Kingdom of England. The medieval arrows are made of a
contrasting light-colored wood sporting feathered fletching and a steel tip.

My workflow regarding topology is keeping it clean. I model to final, and not typically a
subdivided workflow, meaning I keep my mesh highly optimized the entire time through,
removing all n-gons, utilizing triangles when needed to keep localized density amidst the mesh.
Once I UV, I then add bevels as this order of operations allows for an easier UV process dealing
with fewer edges. Based on the project, I adapt the complexity of my topology. For higher
optimization regarding this model, I could remove some complexity for real game applications.