Log in

View Full Version : Regarding 3D modeling ship


richardphat
12-22-10, 07:24 PM
Hello folks, basically, I am not that an expert working in 3d max, blender or anything related to polygonal modeling. I have been working with Catia, a tool which is more made for industrial production and engineering stuff.

So I have done my search, and from what I understand. It is possible to import files from a specific catia extention to 3ds max, blender, etc.

Since, I am much more competent with catia, I decided to stick with it.

The problem is catia is based on Nonuniform Rational B-Splines (NURBS) and if I get someone affiliated to convert it into polygonal model.
Would be the number of polygonal excess what is supported in SH3 or SH4?
So far, I wouldn't say crap, but isn't silent hunter supports model that is in the 40 or 50k polygon more or less?
Any fact or other information, that could help me solve this problem?

Because I had this crazy idea to model the queen victoria ( idea from Navyfield) and want to give a try. However, I will need more knowledge so I could solve future problems.

Had myself bumping alone on that subject converting nurbs into polygon, in a project car discussion. So far, the number is quite interesting.

Madox58
12-22-10, 07:33 PM
If you post a DL link to a model we can look at?
It would help.
What exports can you do?
obj is the standard work format for SH3 and SH4

richardphat
12-22-10, 08:21 PM
Well, actually I had the idea of starting it. I just create some few esquiss.
I will keep working on the basic shape and will hopefully upload a pic of it.

I am afraid I won't be able to asnwer much more for now.

richardphat
12-31-10, 08:41 PM
Alright time for a little update.
I somehow took a break, and enjoy holidays break.
This is the link for the blender file, which I manage to import from Catia.
Still a pretty,pretty basic, I plan to make the ship better looking and creating more feature for the ship, if everything goes well.


QV Hull.blender (http://www.filefront.com/17731927/QV-hull.blend/)

I have 0 experience in blender and in polygonal modeling, I just hope I am still on the track.

The screenshot

http://img688.imageshack.us/img688/9789/blender2010123120222428.th.png (http://img688.imageshack.us/i/blender2010123120222428.png/)
Uploaded with ImageShack.us (http://imageshack.us)



Feel free to give critic since we are at it, I know it is ugly. Just comment, I don't mind any of them. If you prefer to send it through private message for x,y,z reasons then please do so.


EDIT As for the format available from catia, there are somehow crapload of them
CATpart,stl,igs,model, stp,3dmap,3dxml
,cgr,hcg,icem,navrep,wrl,vps

That and Catia's extension file which I didn't added.

xalex99x
12-31-10, 09:00 PM
perfect!!!

a mesh with 3740 polys!!! (after processing by me)

where is the problem?

richardphat
12-31-10, 09:04 PM
Well, I wasn't sure if there was or no problem. Because I work with nurbs modeling. Hearing that nurbs, give tons of polygon when converting them which can be sometime overkilled and also because SH game is also limited.

That's why I was worrying .

Seeing I am on the right track, I will keep the work then.

Thanks a lot.

xalex99x
12-31-10, 09:17 PM
ok,

your mesh, in the screen has got 37418 polys
but After a short edit there are only 3700 left

in some areas, the model is not really nice, but we can repair it with blender

richardphat
01-01-11, 03:02 AM
Can you tell me where it needs to be checked again?
After all, this has been modeling through intuition with few reference only.

xalex99x
01-01-11, 11:30 PM
you need not check the mesh
the errors caused by the process in blender

more information in the pm

mfg alex

richardphat
03-06-11, 02:00 AM
Just an up to date.
No, I haven't given up on this project. Times only matter:DL
My associate alex, is also doing his best. He has been suggesting me and helping me lot of time.

Anyways, here are the update.

I finally figured out how to turn that epic 45k poly down to 8-9k. The smoothness is still reasonable, still there are some error when turning into triangular polys.

I will still need suggestion or ideas for the ship itself. Currently, what just pop out while writing this, is the missing anchor details on the bow of the ship.
I am trying to figure out how I am going to proceed in order to do this.

Else I am still scratching my head what else I could add... :hmmm:
That's pretty much what I want to say.

And I had this idea to give it a chance also in SH4. Else, what is really going to give me tough time, is taking my time to understand how to make those nods/script in S3D


http://img813.imageshack.us/img813/4383/qvimgshackup2.th.png (http://img813.imageshack.us/i/qvimgshackup2.png/)

http://img402.imageshack.us/img402/7965/qvimgshackup1.th.png (http://img402.imageshack.us/i/qvimgshackup1.png/)