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Old 08-30-09, 01:15 AM   #1
Sledgehammer427
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thank you IABL!
I just emailed rondomedia on the off-chance they will allow us to use their models (which i doubt, but it is worth a try).

I will start on a U-cruiser type now
after I post a picture or two of the finished UB before I split the Hull and tower into seperate models.

Bridge helm, as the screenshot provides, might be removed.
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Last edited by Sledgehammer427; 08-30-09 at 01:31 AM.
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Old 08-30-09, 01:57 AM   #2
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
thank you IABL!
I just emailed rondomedia on the off-chance they will allow us to use their models (which i doubt, but it is worth a try).

I will start on a U-cruiser type now
after I post a picture or two of the finished UB before I split the Hull and tower into seperate models.

Bridge helm, as the screenshot provides, might be removed.
Neat !

I have a question though : how do you cut through a mesh (not a solid) to cut away the torpedo doors, then use the cutout part as a door ? Everytime I do that with meshes in 3DS I get weird results... guess it cuts along the polygons not the inserted shape used to do the cutting.

anyways, if we start with a couple subs that's good enough isn't it ?

I have those IJN subs (Sen Toku) to finish off... but I will help with what little time I have.

keltos
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Old 08-30-09, 02:16 AM   #3
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SOF U35 :






Obviously the SOF models have simple models the details come with the texture. and I guess, like in SH4, sometimes very detailed like the 3d plancking on the Typ IX (missing on US subs) sometimes not.

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Old 08-30-09, 02:34 AM   #4
Sledgehammer427
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Quote:
Originally Posted by keltos01 View Post
Neat !

I have a question though : how do you cut through a mesh (not a solid) to cut away the torpedo doors, then use the cutout part as a door ? Everytime I do that with meshes in 3DS I get weird results... guess it cuts along the polygons not the inserted shape used to do the cutting.

anyways, if we start with a couple subs that's good enough isn't it ?

I have those IJN subs (Sen Toku) to finish off... but I will help with what little time I have.

keltos
I use MM3D but I'm sure the things can be replicated in a more complicated 3d program.

1. I take the sub with the tubes I want and I remove the whole sub, leaving the tubes.
-save and exit.
2.When you have the model you want, select the faces you want to use as the torpedo tubes.
-Copy the faces into your clipboard
-before moving on, save your whole sub as a group.
-select your torpedo tube doors, and scale them inward, to the point wheres about a 30cm gap between the faces.
-then paste your doors, which are the exact size and scale of the cutouts you just made
-you can save these and modify your doors later

thats kinda how I do it, I prolly forgot something though
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Cmdr O. Myers - C/O USS Nautilus (SS-168)
114,000 tons sunk - 4 Spec Ops completed
V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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Old 08-30-09, 04:29 AM   #5
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replied on the narwhal thread, sorry I brought this up in this thread, you can erase your replies in here

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Old 08-30-09, 04:31 AM   #6
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SH427 :

when you make a sub, do you work with solids, cut merge etc.. then turn to mesh or do you have some other way ?

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Old 08-30-09, 05:25 AM   #7
Sledgehammer427
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In MM3D My scratchbuilt sub usually starts as a long rectangle. I believe I work with a mesh, which I can preview as a solid, then I can just click back to the mesh and continue editing.
I rarely remove anything from my models and I have a simple copy/paste function to add on what I need. For instance, If I need torpedo tubes, I'll copy a set and then load my model, where I paste them and work with them that way.
MM3D is dirt basic, but it gets the job done. It opens up .objs and I can set texture coordinates easily without much hassle. I cannot Bake AO maps, which is why I have a copy of Blender and 3DS Max standing by to do that. I suggest you download it and give it a try. It'll blow your mind!
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Cold Waters Voice Crew - Fire Control Officer
Cmdr O. Myers - C/O USS Nautilus (SS-168)
114,000 tons sunk - 4 Spec Ops completed
V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C!
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Old 08-30-09, 08:35 AM   #8
iambecomelife
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Quote:
Originally Posted by Sledgehammer427 View Post
I use MM3D but I'm sure the things can be replicated in a more complicated 3d program.

1. I take the sub with the tubes I want and I remove the whole sub, leaving the tubes.
-save and exit.
2.When you have the model you want, select the faces you want to use as the torpedo tubes.
-Copy the faces into your clipboard
-before moving on, save your whole sub as a group.
-select your torpedo tube doors, and scale them inward, to the point wheres about a 30cm gap between the faces.
-then paste your doors, which are the exact size and scale of the cutouts you just made
-you can save these and modify your doors later

thats kinda how I do it, I prolly forgot something though
Interesting. Maybe something similar can be done in wings3d to make better casemates for ships' guns; so many classes had their guns indented in the hull, and this is probably the hardest feature for me to model.

Thanks again for all of the help!
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Old 08-30-09, 12:11 PM   #9
keltos01
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Quote:
Originally Posted by Sledgehammer427 View Post
In MM3D My scratchbuilt sub usually starts as a long rectangle. I believe I work with a mesh, which I can preview as a solid, then I can just click back to the mesh and continue editing.
I rarely remove anything from my models and I have a simple copy/paste function to add on what I need. For instance, If I need torpedo tubes, I'll copy a set and then load my model, where I paste them and work with them that way.
MM3D is dirt basic, but it gets the job done. It opens up .objs and I can set texture coordinates easily without much hassle. I cannot Bake AO maps, which is why I have a copy of Blender and 3DS Max standing by to do that. I suggest you download it and give it a try. It'll blow your mind!
blow my mind

dl misfit 1.2.4 now, we'll see how easy it is....

keltos
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