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Old 09-03-17, 08:11 AM   #1
VonDos
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Default "New" old unit: Queen Mary ocean liner \ troop transport (Reworked 2017 edition)

Hi everyone!

Im glad to release my not-so-new unit: HMS \ HMT Queen Mary



This replace the original one released in 2008.

New features (many taken from SH5's huge european liner) includes reworked funnels, masts, command deck, new lifeboats, improved 3d stairs, 3d oblos\windows, reworked hull, with also different propeller position and reproportioned rudder, anchor chains, more details ecc ecc ecc..

Also, as a collaboration with Stefan Thimme, a totally new damage profile, improved .sim file and improved .sil.

Thanks to author of the original model, UBOAT234
Thanks to Stefan Thimme for .sim, .zon e .sil (angled and frontal view) files, beta tests and advices!
V2.01 Thanks to gap and Kendras for advices in improving bow design!

Download Link:

Queen Mary version 2.01

Both Cunard and grey ghost livery included!

Best regards,
Vd


PS REALLY IMPORTANT

09/07/2017 uploaded up to date version v2.01 - this replace previous version!
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Last edited by VonDos; 09-07-17 at 04:45 AM.
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Old 09-03-17, 09:40 AM   #2
Stefan Thimme
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Thank You for this unit. It is really very nice.
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Old 09-03-17, 10:36 AM   #3
Anvar1061
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Old 09-03-17, 10:58 AM   #4
Kendras
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Thank you, nice work !
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Old 09-05-17, 12:49 AM   #5
VonDos
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Icon7

Thanks you so much
Best regards,
Vd.
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Old 09-05-17, 01:57 AM   #6
gap
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Ben fatto VonDos

I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model
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Old 09-05-17, 03:31 AM   #7
Kendras
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Quote:
Originally Posted by gap View Post
I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model
Yeah, that's right, and also the angle with the sea was greater :

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Old 09-05-17, 05:20 AM   #8
VonDos
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Hi!
I'm going at work now, this evening i'll work a little again on this.
I'm also reducing a little the draft of this model, hull ander water appear to be a little too big, looking again at blueprints...





Thanks for your suggestions,
best regards,
Vd


Quote:
Originally Posted by gap View Post
Ben fatto VonDos

I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model
Quote:
Originally Posted by Kendras View Post
Yeah, that's right, and also the angle with the sea was greater :

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Old 09-05-17, 10:50 AM   #9
gap
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Quote:
Originally Posted by Kendras View Post
Yeah, that's right, and also the angle with the sea was greater :

@VonDos

The drawing posted by Kendras brings another small issue to our attenction. Apparently, anchors were accomodated in a recess of the hull in their rest position, but these recesses are hardly noticeable in your model.
Once again, edge-splitting their borders, would make them more obvious
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Old 09-05-17, 08:11 PM   #10
VonDos
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Something like this?



Best regards
Vd
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Old 09-06-17, 01:46 AM   #11
gap
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Quote:
Originally Posted by VonDos View Post
Something like this?
Exactly, but the anchor slot should look darker than the rest, because of shadows. Is its UV projection overlapping other areas of the hull? If it is not, you can draw those shadows directly on the texture or, even better, if you send me the mesh of the bow section and the texture, I can bake an ambient occlusion map for that section, and blend it with the diffuse texture
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Old 09-06-17, 04:54 AM   #12
VonDos
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Quote:
Originally Posted by gap View Post
..if you send me the mesh of the bow section and the texture, I can bake an ambient occlusion map for that section, and blend it with the diffuse texture
Mate, you've a PM =)

I've also refined bow design, more linear "\"

Best regards,
Vd
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Old 09-06-17, 07:19 AM   #13
gap
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Quote:
Originally Posted by VonDos View Post
Mate, you've a PM =)

I've also refined bow design, more linear "\"

Best regards,
Vd
Roger that, please check your inbox
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Old 09-06-17, 05:14 PM   #14
VonDos
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Uploading update 2.01 version, here's a couple of pics explaining bow's differences from original:




Best regards,
Vd
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Old 09-07-17, 04:44 AM   #15
VonDos
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IMPORTANT - Re-uploaded up-to-date v2.01 version!

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