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Old 08-06-14, 02:56 PM   #16
Pistitom
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Messed up big time
Made all these tube doors, the tubes themselves ( probably not in the right position) and then realized that the upper part of the deck itself with the doors is soooo much more curved....I'd really hate to scrap this whole thing, is this worth salvaging? Is there a solution?

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Old 08-06-14, 04:19 PM   #17
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seems quite all the same. select only one tube, reshape it, delete the others except for the lower planes and replicate the new tube in those positions, afterwards, make the turtle-back more rounded and reweld the nodes.
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Old 08-07-14, 12:11 PM   #18
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For the record, I believe
(powering up the wayback machine as I try to remember my 3d experience in SH4)
That if you split the model up into multiple sub-models (pun intended) thn the game engine will be better able to manage all the vertices.
e.g. if you had this monster sub, you could turn the deck fittings into a second model group to be uploaded after the hull, etc etc
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Old 08-07-14, 12:29 PM   #19
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That's exactly what I've been thinking about after having seen the video ( link on another thread ) of the virginia class...I guess it could be easier to a certain degree to do a model just like in real life, sections, complete built in interior quarters, etc...But I wouldn't know, apart from that miserably failed Skipjack, this is my first ever 3d model .
Ps. But if one considers all the interior tubes, cables, everything to match when putting together the final model...well...it depends on the level of detail and quality one desires I guess...
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Old 08-08-14, 11:38 AM   #20
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Progress update after having spent a day repairing the damages done....I'd say the model itself is 75-80 percent ready.
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Old 08-08-14, 01:03 PM   #21
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nice, but how about the floodholes, hull details, the recesses for the forward planes and its hatches.
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Old 08-08-14, 01:19 PM   #22
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it's all in the making, but my right wrist is stiff right now, this is basically 2 weeks of work, I'm quite tired and my eyes are thinking of leaving me for a more caring host. The pleasures of unemployment , lots of free time...
Btw, 2 questions, if You don't mind...What are the recesses for the forward plane and it's hatches? And can I add the animations in milkshape if the doors, hatches, flaps, rudders are all different objects? Or do I have to weld them to the main body? I think I might need some extra help with this...thx
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Old 08-08-14, 04:47 PM   #23
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the borei has retractable forward planes just as the akula class, that do not fold back into the hull as do older subs, but slida paralelly to their shaft into the hull in a recess - or housing. the opening is then covered by a pair of hatches, that lower down from above the recess or raise from below. the forward planes are usually retracted on surface cruise or when going high speed submerged, they are only necessary for slow submerged manouvering. all the moving parts ingame have to be seperate objects that need to be aligned on the axis they will move on later, eg you ned to center the aft diving planes to the x-axis and the rudder to z. i would recommend you open one of my yanke- or delta class ssbn mods (the .dat-file) in silent3ditor and examine how things need to work together.you don not make animations in your modelling program, those are done in s3d.
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Old 08-08-14, 04:51 PM   #24
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ps unweld the hatches for the decoys and the torpedo loading cover on the bow, they will look much better. however make sure every plane surface is weld in order to create a smooth surface, but planes going 90° to each other shuld not be weldet so you maintain sharp edges were they are supposed to be. uv mapping-never mind, youll get through that as well, the sub looks grat right now and i know that aching wrist much too well...good job buddy!
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Old 08-09-14, 03:28 AM   #25
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Well now You did the biggest favor to me. I've taken the plunge , no real research done, just some blueprints and pics from the internet , and thought I could build a model. I was arrogant , thank You for reminding me of the word "quality" ( no sarcasm, I'm being honest here). I know 10 % of the sub ( well, exterior :-)))) and 10 % of Wings 3d , yet I decided to make a super-hyper -extra Borei...LOL
I just found on a forum the things You said about the retractable fw planes in a couple of minutes, I could've done that before I started.
( I thought- based on the "blueprint"- they worked like the flaps on airplanes )
I really need to learn more about wings3d as well, thank You again. Back to the drawing board I guess :-)))))
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Old 08-09-14, 05:31 PM   #26
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dont give up

hey hey hey dont you stop right now its fine, and your boomer will get some nice escort i promise: (ps i felt my old akula looked pretty bad so i am currently redoing it all over) :

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Old 08-10-14, 03:16 AM   #27
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no, of course I won' stop, I just need to be more careful, yesterday again I spent hours trying to figure out how to fix the torpedo doors and the recess for the forward planes ( got them fixed, they slide in now ) I often mess up things, because I don't think in advance, just do things and then have deal with the results, so basically I have to learn how to build a house properly, starting with the foundation ...:-)
So, yeah, it will be awesome with Your "facelifted" Akula I can't wait for it :-))) ( btw Akula is my second favourite submarine after Cpt. Nemo's Nautilus-form the 1954 movie. Interestingly enough, the edition (quite old) I read as a child had some great copper engraving illustrations, and the sub looked nothing like in the movie, but as a modern nuclear sub without the coning tower, with just a small hump-like the ones on carrier decks . But I prefer the movie version, it's an exiting concept :-)))
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Old 08-10-14, 11:21 AM   #28
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Old 08-11-14, 02:56 AM   #29
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Thank You, it's always good to know more software, but I'll stick with wings 3d for now, You know, it's good for beginners, I want to "master" this software, and then move on to more sophisticated ones. By the way, from what I've seen (videos,pics), one can achieve basically the same level of detail and quality with Wings3d as with other software . But I definitely want to try Blender and 3DSmax as well ( but first i have to become millionare)
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Old 08-13-14, 09:58 AM   #30
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Another progress update, I need some serious help here with the process of rendering and so on. What I did was import the propeller into Blender ( Joefour, You couldn't keep me away ) , done some things to it, and then I couldn't import it back to wings3d the way it looked, so did some additional trial and error kinda things with it and here is the result ( not the final, just the preliminary test results, so You can see, what kind of help I need.
When rendering in Blender, what format do You use to import it back ( the rendered version ) into wings 3d ? or am I asking sg. stupid?
and ,of course the issue of textures...( i don't want the propeller to look like this, obviously...
Can I do everything in Blender? If I download a high-res picture from the net, and I use sample of it? And what's this got to do with UV mapping in Wings 3d???? Oh, man, if anybody knows of a comprehensive tutorial/manual/encyclopedia on this....please let me know...:-)))
Thank You all who helped so far, really appreciate it !


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