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10-08-16, 03:38 AM | #316 |
Navy Seal
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Ciao VonDos, well done!
That stern section starts resembling the real thing at last, though I would make the bended profile of each deck aft (between the ladders) a bit narrower and more flat. As to the shadowing problems in the hull, in my experience they might be caused by twisted surfaces (though in your case I dont think this is the problem), or by wrong smoothing groups. To the best of my knowledge SH's 3D format doesnt support smoothing groups (i.e. if you have any in your obj meshes, they are ignored when S3d imports them into a dat file), but edges/vertices get split along the perimeter of each UV mapped area, thus behaving as "hard edges". The solution would be welding one or more UV mapped areas where unwanted sharp shadows are rendered in game, before you import your model in S3d. Getting shadows right without distorting too much the UV map might take some time, but it shouldnt be too complicated either |
10-10-16, 04:53 PM | #317 | |
Admiral
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ps nota that third funnel, masts, wires and first couple of lilfeboats (the brown-top couple) are now external objects included in a library!! IT WORKS!! ps i've tryed to solve shadowing problem but still unsolved... maybe someone can help me in this btw at moment i'm working on add reflections to library objects.. Best regards!
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10-10-16, 06:29 PM | #318 | |||
Navy Seal
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The straight portions on each side are wider than in your model (two and three railing units respectively), and the projection of the bended portion after doesn't even reach the ideal line joining the lower portions of the two ladders on each side Quote:
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P.S: before we start messing with the shadowing of the stern, have you noticed that the stern profile in Jeff's picture is narrower and sharper than it is in your model? The changes required might actually mitigate the problem, rendering any other tweak useless Last edited by gap; 10-10-16 at 06:46 PM. |
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10-12-16, 05:40 PM | #319 |
Admiral
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Reworked again, not definitive, wath do you think about this:
Best regards, Vd
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10-14-16, 06:11 PM | #320 |
Admiral
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Reworked a little again, lower deck was really near the stern, more than in previous version.. ps i've added reflections to third funnel (the one included into library)!
While looking at aux cruiser version's pictures, i've noted that side's windows configuration was changed during wartime (a lot of them was covered..) Maybe i can use 3d windows as library object also, and separate them from main hull =) Best regards, Vd
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10-15-16, 06:38 AM | #321 | ||
Navy Seal
Join Date: Jan 2011
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Quote:
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P.S: I have noticed that the shadowing artifacts towards the stern have disappeared in this last version |
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10-17-16, 01:41 PM | #322 |
Admiral
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Hi!
Sadly shadows problem is disappeared only by one side.. btw emissive effect is really.. Best regards, Vd
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10-17-16, 02:38 PM | #323 |
Navy Seal
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Thats actually good. Try and compare the two sides, looking for differences in the geometry of the object and/or in the UV map. As I wrote before, smoothing groups should be not relevant, but to be sure have a look into them too. If everything else fails, split the hull model in two halves along the longitudinal axis, scrap the buggy side, mirror the remaning one, and re-weld the two halves.
Looks amazing. For the sake of realism, the same should be done with ALL the SHIII-IV-5 units to be assigned to the roster of a neutral country. The appearance of shadowed lights can be controlled through start/end dates in eqp file, and using the method of multiple units sharing the same model, every nation could have its own version of the same ship with customized eqp files and start/end dates reflecting their diplomatic stance. On a side note, do the lighten-up windows in your library file have a reflection model? I am curious to know if emissive materials cast their lights on the water, though I think the answer is yes |
10-17-16, 05:47 PM | #324 |
Admiral
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Thanks mate!
Reflection model is actually included for ighten-up windows.. i'll post effects in detail as soon as possibile.. Best regards, Vd
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10-18-16, 12:32 PM | #325 |
Admiral
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10-18-16, 02:27 PM | #326 |
Navy Seal
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Haha, thank you too for your amazing work VonDos. I am impressed, you have even modelled 3D bulkheads!!!
If you don't mind yet another suggestion, I think those lights are a bit too dim for a pre-war ship, and you might also add navigation lights on the masts and on the superstructure IIRC I have some simple WWII-style ship lanterns that I had modelled a while ago and never released, somewhere in one of my HDs. If you want, I can send them your way |
10-18-16, 02:53 PM | #327 |
Admiral
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Waiting for =)
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10-18-16, 03:53 PM | #328 |
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Hello VonDos,
Could you create lights like that : Look at the files of ships with such lights (red lights in the command room) in GWX to understand how it works. Good luck ! |
10-18-16, 06:03 PM | #329 |
Admiral
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Better for you? Best regards, Vd
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10-22-16, 06:43 AM | #330 |
Stowaway
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koninklijke marine, kriegs marine, regia marina, royal hellenic navy, royalnavy |
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