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Old 09-21-17, 09:33 AM   #61
gap
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Quote:
Originally Posted by Kendras View Post
This :

Okay, that's not a drastical difference, reshaping the current model and making it to resemble more closely your drawing shouldn't be too complicated, but do you have any drawing with a better resolition?
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Old 09-21-17, 10:00 AM   #62
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Quote:
Originally Posted by gap View Post
do you have any drawing with a better resolition?
Yes :

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Old 09-21-17, 10:55 AM   #63
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Yes :
Good!

VonDos, what do you think?
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Old 09-22-17, 03:51 AM   #64
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We can try to modify hull design, will be a not easy work (portholes also will be repositioned, deck textures will need a remap ecc), but we can try this.
Looking at your drawn, i see some structures between funnels need to be a little enlarged or repositioned. Is this drawn really accurate?

ps i've used a little "out o scale" lenght (drawn is a little larger than model here) just for highline differences in bow and stern design. Final lenght shouldn't be touched (i think).

EDIT:
Structures between funnels fast corrections:

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Last edited by VonDos; 09-22-17 at 05:11 AM.
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Old 09-22-17, 06:03 AM   #65
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Originally Posted by VonDos View Post
portholes also will be repositioned
That's true, that's a PITA, I didn't think about it. Not only their position along the X axis should be adjusted: also their rotation is likely to require some tweaks if we want them to lay perfecly on the reshaped hull faces

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deck textures will need a remap
That's the least problem: after my rework, each deck is unwrapped as a single object. Becasue of that, remapping the UV projection of the main deck will be very easy: no need to remap/scale many pieces one by one and to move them around for making their lines to match

Quote:
Originally Posted by VonDos View Post
ps i've used a little "out o scale" lenght (drawn is a little larger than model here) just for highline differences in bow and stern design. Final lenght shouldn't be touched (i think).
Imo, if you want to overlap Kendras' drawing with your model, you should scale it to match 3D model's length

Quote:
Originally Posted by VonDos View Post
Looking at your drawn, i see some structures between funnels need to be a little enlarged or repositioned. Is this drawn really accurate?

EDIT:
Structures between funnels fast corrections:
Well done!
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Old 09-22-17, 06:28 AM   #66
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Quote:
Originally Posted by VonDos View Post
Is this drawn really accurate?
You can check also here : http://www.paper-dragon.com/1939/queenmary.html

Quote:
Originally Posted by gap View Post
Imo, if you want to overlap Kendras' drawing with your model, you should scale it to match 3D model's length
I agree, the length may be already correct.

One question : how can you have the texture directly painted on 3D models in Wings ?

Last edited by Kendras; 09-22-17 at 06:50 AM.
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Old 09-22-17, 07:10 AM   #67
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Quote:
Originally Posted by Kendras View Post
One question : how can you have the texture directly painted on 3D models in Wings ?
Easy:

File => Import Image...

The recently imported image will be listed in the Images section of the Outliner window. The method for assigning an image to a given material varies depending on the Wings version you are running. In the latest version you simply drag the image on top of the material, and then you choose the wanted texture type (diffuse in your case). If memory serves me well, in older versions you should right click on a material, and assign the texture from the following menu...
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Old 09-22-17, 07:45 AM   #68
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Quote:
Originally Posted by gap View Post
Easy:

File => Import Image...

The recently imported image will be listed in the Images section of the Outliner window. The method for assigning an image to a given material varies depending on the Wings version you are running. In the latest version you simply drag the image on top of the material, and then you choose the wanted texture type (diffuse in your case). If memory serves me well, in older versions you should right click on a material, and assign the texture from the following menu...
Ok, thank you ! it works
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Old 09-22-17, 08:51 AM   #69
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Ok, thank you ! it works
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Old 09-27-17, 02:10 PM   #70
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After days of works and failures, my new stern:



Someone can help please?

Best regards,
Vd
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Old 09-28-17, 08:27 AM   #71
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Quote:
Originally Posted by VonDos View Post
Someone can help please?
Hi VonDos

As far as I can see, red marks = smoothing problems. Weren't those areas fixed in my tweaked files? Maybe I missed them

Texture distorsion near the stern: it could be caused by poor UV unwrapping or by an abrupt change of face normal along an edge.

What about the other blue rectangle? From your screenshot I can't see any problem there...
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Old 09-28-17, 11:15 AM   #72
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Quote:
Originally Posted by gap View Post
Hi VonDos

As far as I can see, red marks = smoothing problems. Weren't those areas fixed in my tweaked files? Maybe I missed them

Texture distorsion near the stern: it could be caused by poor UV unwrapping or by an abrupt change of face normal along an edge.

What about the other blue rectangle? From your screenshot I can't see any problem there...
Hi mate!
Smoothing and texture distorsion here start with re-designed hull, before those parts were OK =) Your work was really fine, but now i need another help, if you want
Blue rectangles indicate a couple of "too angled" faces, i'd like to curve them a little for a more linear effect (look at white stripe on the hull, his direction change quickly), but my 3d ability is leaking here...

Best regards,
Vd
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Old 09-28-17, 01:11 PM   #73
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Quote:
Originally Posted by VonDos View Post
Hi mate!
Smoothing and texture distorsion here start with re-designed hull, before those parts were OK =) Your work was really fine, but now i need another help, if you want
Blue rectangles indicate a couple of "too angled" faces, i'd like to curve them a little for a more linear effect (look at white stripe on the hull, his direction change quickly), but my 3d ability is leaking here...

Best regards,
Vd
Okay VonDos,
send your files my way, but I ask you a favour: if possible, separate the hull model and send me only the geometries that actually need to be reworked. I hope you get what I mean. In order to weld the split faces I need to break up the model into parts, and Wings3D / Mod Tool don't handle very well projects with many separate objects.
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Old 09-28-17, 02:10 PM   #74
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Quote:
Originally Posted by gap View Post
Okay VonDos,
send your files my way, but I ask you a favour: if possible, separate the hull model and send me only the geometries that actually need to be reworked. I hope you get what I mean. In order to weld the split faces I need to break up the model into parts, and Wings3D / Mod Tool don't handle very well projects with many separate objects.
Do you mean i must delete from obj every face that don't need to be reworked? Or every group of faces who didin't include those faces?

Thanks for your help!
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Old 09-28-17, 04:03 PM   #75
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Maybe i know what do you mean now

Here's the new link : https://www.sendspace.com/file/q29uqf
The pack include parts in red box for shadow problem and "red and black" hull, if you want to try to work on angled faces problem

From pics, i can see ship's stern was a little different nearby sea level, really narrow at extreme end of hull:




Best regards,
Vd

When solved, next step will be rework the bow.
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