View Full Version : 3D Typ VIIb on the way !
http://img11.hostingpics.net/pics/762858UO0031.jpg
http://img11.hostingpics.net/pics/634182UO0033.jpg
http://img11.hostingpics.net/pics/527675TypVIIBrendu070414.jpg
I decided to model this typ VIIb and give it some details. It's based with Fubar's texturing for the while. Your comments and suggestions are welcome.
Fubar2Niner
04-07-14, 11:26 AM
Looks amazing so far Jochem. Can't wait for the release. One question, will this be compatible with GWX ? :salute:
Best regards.
Fubar2Niner
Yes, it is based on GWX :salute:
Fubar2Niner
04-07-14, 11:40 AM
Excellent news Kaleun :up:
Best regards.
Fubar2Niner
Pretty clean mesh, well done.
Would be good to spread a handful of polygons here and there inside the outer hull just so one can't see on the other side of the boot through flooding holes.
Nice-looking model, really.
I think that a new VIIB is absolutely unnecessary because we have Testpilots Typ VIIB v3. A good VIIC or a new build Type IX is more needed.
But I think that it has to be on Stock-Base so that it is compatible with the most Mods.
I think that a new VIIB is absolutely unnecessary because we have Testpilots Typ VIIB v3. A good VIIC or a new build Type IX is more needed.
But I think that it has to be on Stock-Base so that it is compatible with the most Mods.
I'm with this guy. I think its unnecessary. All the subs have been redone with dynamic lighting and improved meshes. You just have to find the download links.
I'd recommend finishing the Type VII interior doing the aft torpedo room with batteries. Finishing the engine room for the Type II. Then do a IX and XXI interior.
You are obviously a great modeler. Put your efforts to good use. Just my 2 cents.:hmm2:
A Type IX Interior is already in working.
I think that it is released in the next few months.
A Type IX Interior is already in working.
I think that it is released in the next few months.
Who? Where?
http://www.marinesims.de/wbb2/thread.php?threadid=14447
But it is in german. It is build from "Wurmonkel.
jhapprich
04-08-14, 04:11 AM
jochem,
how did you model the limber holes in tha hull plating? i cannot see any connected triangles. could you descrtibe the technique? is it a boolean operation?
Thank you all for your support and your interest ;)
jochem,
how did you model the limber holes in tha hull plating? i cannot see any connected triangles. could you descrtibe the technique? is it a boolean operation?
Good question and good observation, Jhapprich. Firstly, to respond at your question, you have to know that I'm working with 3dsmax in one of its last version (edition 2014). So, if you know the software, you have the function to display or hide the edges. You have many functions like this that permit to you to work in confortable viewing. So, yes, it is well the bolean operation that helped me to modelize the limber holes.
I'm going to show you the evolution of the modelisation with some screenshots if you are interesting for. ;)
Very first footage; study of the model; observation, analysis, measuring...
http://img15.hostingpics.net/pics/905769UO0017.jpg
Separation of the different parts.
http://img15.hostingpics.net/pics/112076UO0018.jpg
Preparation of the object in order to see more clearly the general aspect of the modeling already done.
http://img15.hostingpics.net/pics/618558UO0019.jpg
Mesh cleaned and ready to be optimized.
http://img15.hostingpics.net/pics/334076UO0020.jpg
Mirror of the hull.
http://img15.hostingpics.net/pics/668971UO0021.jpg
Study of the uvws maps then weld, stretch and optimisation of the seams. All this aspect in the respect of the texel postion, of course.
http://img15.hostingpics.net/pics/189573UO0022.jpg
Edges visible this time ;) Nice to "turn" some of them in the right way...
http://img15.hostingpics.net/pics/416577UO0023.jpg
Be sure to keep as straight and as perpendicular as possible mesh. This allows for rendering, accurate and efficient.
http://img15.hostingpics.net/pics/586837UO0024.jpg
to following...
Welding, stretching, turning edges, scaling, etc...
http://img11.hostingpics.net/pics/732580UO0026.jpg
http://img11.hostingpics.net/pics/757493UO0025.jpg
checker black and white to optimize the stretching in the respect of the position of the texel.
http://img11.hostingpics.net/pics/882972UO0027.jpg
http://img15.hostingpics.net/pics/137054UO0027.jpg
...and the final result...but the work is far from over ...
http://img15.hostingpics.net/pics/233075UO0029.jpg
http://img15.hostingpics.net/pics/655223UO0041.jpg
http://img11.hostingpics.net/pics/151439UO0042.jpg
http://img11.hostingpics.net/pics/244451UO0043.jpg
jhapprich
04-09-14, 03:52 AM
Thank you very much for the input. I am still learning 3dsmax, all my models were done the oldschool way with milkshape all-by-hand and i used Max for AO-Mapping only. means i also assigned the nodes of any holes manually, as there has only recently been an update for milkshape allowing boolean ops, which i have lateley been using on my Whiskey-Class refit. thanks again and alot for the effort! best regards jh
GlobalExplorer
04-09-14, 06:08 AM
Beautiful U-Boat! But in the future you should better model boats that are really missing from the game, for example Typ VIIA or Type X.
Beautiful U-Boat! But in the future you should better model boats that are really missing from the game, for example Typ VIIA or Type X.
What he said.
First tests in game ! Things seem to progress for now...But there is again a lot to do ;)
http://img15.hostingpics.net/pics/310665UO0092.jpg
http://img15.hostingpics.net/pics/381057UO0093.jpg
http://img15.hostingpics.net/pics/232926UO0094.jpg
http://img15.hostingpics.net/pics/396562UO0112.jpg
http://img15.hostingpics.net/pics/248310UO0108.jpg
http://img15.hostingpics.net/pics/938682UO0106.jpg
http://img15.hostingpics.net/pics/602424UO0114.jpg
http://img15.hostingpics.net/pics/756278UO0113.jpg
Great stuff. Always a pleasure watching a skilled person doing the 3D magic!
:salute:
Great stuff. Always a pleasure watching a skilled person doing the 3D magic!
:salute:
Thank you very much for your support Myxale.:salute:
Best Regards,
Jo
Admiral Halsey
04-11-14, 11:29 PM
She looks absolutely beautiful.
*Thank you very much for your support Admiral Halsey :salute:
Hi everybody,
Time to surface ! Ok, all what I could say is that I have not waste my time. Work on the way, day after day... So, I'm going to show you some advance of my project. Hope you will like it as I am. By the way, I would like to point out that this model IS NOT a conversion from SH5 model. I have studied it and check some parts but that's all. I have worked vertices by vertices, edges by edges, polys by polys, uvws and maps with the base stock model (GWX + Aces updates). So, stop the blabla...Enjoy the details and fineness of the model now !
http://img4.hostingpics.net/pics/124795UO0167.jpg
http://img4.hostingpics.net/pics/922627UO0168.jpg
http://img4.hostingpics.net/pics/993307UO0176.jpg
http://img4.hostingpics.net/pics/665893UO0179.jpg
http://img4.hostingpics.net/pics/938820UO0186.jpg
http://img4.hostingpics.net/pics/736436UO0187.jpg
http://img4.hostingpics.net/pics/603695UO0209.jpg
http://img4.hostingpics.net/pics/990981UO0217.jpg
http://img4.hostingpics.net/pics/686219UO0231.jpg
http://img4.hostingpics.net/pics/275554UO0215.jpg
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http://img4.hostingpics.net/pics/373109UO0255.jpg
http://img4.hostingpics.net/pics/182530UO0227.jpg
http://img4.hostingpics.net/pics/191265UO0232.jpg
http://img4.hostingpics.net/pics/711208UO0211.jpg
http://img4.hostingpics.net/pics/699966UO0198.jpg
http://img4.hostingpics.net/pics/894733UO0207.jpg
http://img4.hostingpics.net/pics/558503UO0242.jpg
http://img4.hostingpics.net/pics/710659UO0245.jpg
http://img4.hostingpics.net/pics/224631UO0274.jpg
http://img4.hostingpics.net/pics/764581UO0276.jpg
http://img4.hostingpics.net/pics/175239UO0277.jpg
http://img4.hostingpics.net/pics/726683UO0278.jpg
http://img4.hostingpics.net/pics/901781UO0234.jpg
http://img4.hostingpics.net/pics/726978UO0237.jpg
http://img4.hostingpics.net/pics/995704UO0253.jpg
http://img4.hostingpics.net/pics/547626UO0279.jpg
http://img4.hostingpics.net/pics/926759UO0270.jpg
http://img4.hostingpics.net/pics/561272UO0256.jpg
http://img4.hostingpics.net/pics/215363UO0262.jpg
http://img4.hostingpics.net/pics/700009UO0264.jpg
http://img4.hostingpics.net/pics/255960UO0271.jpg
http://img4.hostingpics.net/pics/517114UO0272.jpg
http://img4.hostingpics.net/pics/931470UO0273.jpg
http://img4.hostingpics.net/pics/520942UO0208.jpg
http://img4.hostingpics.net/pics/437335UO0286.jpg
http://img4.hostingpics.net/pics/247477UO0287.jpg
http://img4.hostingpics.net/pics/263417UO0199.jpg
http://img4.hostingpics.net/pics/193152UO0281.jpg
WTF a flagmast over the Netzsäge?
jakethescot
04-22-14, 05:16 PM
That looks great. I'll have to park my Type II for a while and take one out for a test drive.
I also don't think it's a waste of time. It's your time, spend it doing whatever you feel like modding.
Looking forward to it. :salute:
makman94
04-23-14, 07:26 AM
hello Jochem ,
your model looks very very nice so far :up:
i am looking forward to see it in action ! at last , it is the time for sh3 to start getting quality made 3d models.
thank you :yeah:
Ahoy Jakethescot and Makman94 !
Thank you very much for your support ! :) I really appreciate your kinds words, sincerely. And thank you very much for your M.E.P. Makman94. As you can see, I couldn't play without it ! :O:
As you may know, it is a very lengthy task and especially when you push the detail at this stage because we must constantly strike a balance between perfection and optimization. Moreover, it is as if I began the development of the model from the beginning. Realize that the stock hull (gwx) of the model included 1,004 vertices; it now consists of 35000 vertices ! Fortunately, I have a powerfull graphic card which do not care to the number of polys: eVga gtx 680 classified (4gb de vram). But even with this exorbitant number I would point that this does not impede the fluidity in play. Of course, I have a very good graphic card that nothing frightens + a win system x64 (seven) and 12 GB of DDR3. I have to precise too that, the importation via s3d is perfect; no problem of model behavior in play. In a word; fantastic ! :rock:
So, stay tuned, update very soon ;)
vanjast
04-23-14, 01:10 PM
Will we be able to walk around in the sub, or will the user functions still be the same ?
http://img11.hostingpics.net/pics/27089498a.gif
Bien joué jusque-là, mais paye donc ta coque épaisse dans l'externe (une dizaine de polygones à tout casser, pas plus, positionnés devant les orifices dans la coque externe), ça permettrait à ton boulot d'acquérir le statut de chef d’œuvre.
C'est pas tout le monde qui va chercher la petite bête, mais qui attache un peu d'importance aux détails remarquerait le vide à l'intérieur. ;)
edit : Oops
http://img11.hostingpics.net/pics/21644147AA.jpgthe guy is requesting a pressure hull inside the external one.
SnipersHunter
04-23-14, 04:48 PM
Nice job
@Vanjast yes, you can but it is not a particularity of this mod. Only graphic; 3D and 2D...This is my violon d'Ingres ;)
@SnipersHunter Thank you very much Snip' ;)
Bien joué jusque-là, mais paye donc ta coque épaisse dans l'externe (une dizaine de polygones à tout casser, pas plus, positionnés devant les orifices dans la coque externe), ça permettrait à ton boulot d'acquérir le statut de chef d’œuvre.
C'est pas tout le monde qui va chercher la petite bête, mais qui attache un peu d'importance aux détails remarquerait le vide à l'intérieur. ;)
edit : Oops
the guy is requesting a pressure hull inside the external one.
Ah, voila quelque chose qui m'interesse au plus haut point mais je n'ai pas bien compris ta phrase ! Fais moi un dessin stp ou montre moi une photo que je fasse ça !
yes it's interesting but don't understand what you mean. Please show me a screen or explain clearly what I have to do and i'll do it for sure ! :rock:
PS: j'ai adoré le type style Matt Groening dans la coque ! :har:
:haha:
http://img11.hostingpics.net/pics/300695701.gif
Pressure hull in white here, and
http://img11.hostingpics.net/pics/96404574a.jpg
That whitish round kind of thing is the so-called pressure hull, and that one needs to appear inside the external one. No need to model the full one though, part of it will do. :yeah:
On s'est pas bien compris. quelle forme ça a à l'interieur , est ce qu'on voit l'autre côté ?. Regarde, je te montre ma technique pour qu'on puisse voir les normals de l'exterieur vers l'interieur car le moteur du jeu ne permet pas le backface cull.
http://img11.hostingpics.net/pics/206548UO0165.jpg
Tu as soulevé un point intéressant car cela fait des jours que je cherche. Ce qui m’intéresse c'est; qu'est ce que l'on voit réellement depuis les écopes de l'arrière (côté moteur) et de l'avant aussi, évidemment. Merci Alex.
English:
What form it has to the interior from the outside if you look once the flooding holes; could we see on the other side already? Look, I'll show you my technique so we can see the normals from the outside inwards because the game engine does not allow backface cull.
You raised an interesting point because it's been days that I m' searching for it. What interests me is, what is actually seen from the back (engine side) and the front too, of course. Thank you Alex.
Here, you will see the technique I used to make the interior visible since the flooding holes are open:
http://img4.hostingpics.net/pics/860928UO0297.jpg
http://img4.hostingpics.net/pics/831800UO0298.jpg
http://img4.hostingpics.net/pics/947697UO0299.jpg
On s'est pas bien compris. quelle forme ça a à l'interieur , est ce qu'on voit l'autre côté ?. Regarde, je te montre ma technique pour qu'on puisse voir les normals de l'exterieur vers l'interieur car le moteur du jeu ne permet pas le backface cull.
En ce qui concerne le "backface cull" comme tu l'appelles, pour éviter la transparence du modèle d'un côté à l'autre, tu as dû tout simplement créer une paroi intérieure à la coque externe, avec les normales tournées vers l'intérieur. C'est bien, c'est propre, mais ça te coûte un bon petit paquet de polygones, dont la majorité ne sert à rien, puisque pas visible en jeu. D'où l'intérêt de créer la coque épaisse à l'intérieur : elle stoppera la visibilité d'un côté à l'autre du u-boot, après quoi tu peux supprimer 99% de la paroi intérieure de la coque externe.
Sinon, en ce qui concerne la forme de la coque épaisse, ce que ça laisse apercevoir d'un côté à l'autre, tu trouveras probablement des photos sur google, des clichés de u-boote en travaux, avec leur coque épaisse apparente. Mais cette fameuse coque, à l'intérieur de l'externe, n'est pas quelque chose à la forme bien recherchée - où aurait été l'intérêt de chercher une forme spéciale à celle-ci ? C'est rien de plus qu'un gros tube. L'hydrodynamisme, lui, est apporté par la coque externe.
En d'autres termes : essaie de suivre le petit schéma que je t'ai mis plus haut pour la coque épaisse, tu crées un gros tube à l'intérieur de la coque externe, en te préoccupant juste de bien le garder à l'intérieur de la coque externe, et tu obtiens un plus ou moins bon résultat. Cela dit, je viens de te trouver ça pour le U-995 à Kiel :
http://img4.hostingpics.net/thumbs/mini_677816img5959k.jpg (http://www.hostingpics.net/viewer.php?id=677816img5959k.jpg)
Comme tu peux le voir, ça ne laisse voir de l'autre côté qu'à certains touts petits endroits. Et certainement pas d'un côté à l'autre du pont.
Tu as soulevé un point intéressant car cela fait des jours que je cherche. Ce qui m’intéresse c'est; qu'est ce que l'on voit réellement depuis les écopes de l'arrière (côté moteur) et de l'avant aussi, évidemment. Merci Alex.
En ce qui concerne le 995, pas grand chose à en tirer, la plupart des orifices dans la coque externe ont été bouchés (http://img4.hostingpics.net/pics/372139995.jpg), mais bon.
Google peut t'être très utile cela dit, avec de la patience, et quelques efforts, pour trouver les clichés auxquels tu fais référence.
Ils en ont un à Chicago, le 505. Jette un oeil dessus pour voir si tu trouves le genre de cliché dont tu as besoin !
Je te souhaite bonne chance, tu as l'air de vouloir fignoler. Mais franchement, rien de plus qu'un gros tube fera l'affaire, à mon avis. Le joueur n'en verra qu'une toute petite partie à travers les écopes de toute façon, la majorité n'étant pas visible tu pourras l'effacer.
http://img11.hostingpics.net/pics/21644147AA.jpgAnodyne stuff you don't need to care about, just a few advices as to what to do to build that pressure hull roughly. :hmm2:
En ce qui concerne le "backface cull"....Anodyne stuff you don't need to care about, just a few advices as to what to do to build that pressure hull roughly. :hmm2:
You seem to have some degrees with max...Bien ;) So, You have to know, by example, that this number of polygons is negligible compared to the creation of flooding holes itself. And to respond at your question, model is in constant technical adjustment and evolution. So, it is not as simple as it seems, especially when created polys that interfer with others...but be patient ;)
Yes ! Google is...my bible, my friend, my Lord (but not only) since a loooong date of modding, of course, since I began this model (like all the others for others games, by the way). Players like me love details and this is our big default (or quality), I don't know, perhaps the both...Otherwise, to find historical photos of 1940 with detailed flooding holes in the front from a type VIII to realize what parts are visible or not is more of a challenge than anything else. You couldn't ignore it, isn't it ? ;)
So, I hoped, to my despair, that you had brought me the information that I have missed so badly...Nay... :88)
Let's proceed step by step cause you seem to misunderstand. I need details, not approximatively datas :
http://img4.hostingpics.net/pics/934798UO0302.png
1/ See through the other side. After doing research on the web, I found that this part was empty inside. Already done.
2/ See through the other side. Logically. Already Done.
3/ Full, logically too, cause the torpedoes chambers. Already done.
4/ See through the other side. After doing research on the web, I found that this part was empty inside. Already done.
5/ FULL (or partially). But, IF you could you confirm that (cause your screen) as you seem to know a lot about it. That was my question first, remember. Hope it's clear for you now. Partially done. :)
6/ Full, logically cause the Turm. Already done.
7/ FULL. But to confirm. Perhaps partially full, I don't know...Partially done.
8/ Same as above...
9/ See through the other side. After doing research on the web, I found that this part was empty inside. Already done.
10/ Same as above...
11/ Same as above...
Hope it helps ? :arrgh!:
http://cweben.free.fr/images/superdupont-we-need-you.jpg
Donc 5, 7 et 8 , tu ferais quoi si tu étais à ma place ? Nan, plus sérieusement, ça a quelle gueule, en vrai, même avec Google ? :hmmm:
Jo
Hope it helps ? :arrgh!:
Jo
It does. I know what you're looking for, dude. Unfortunately that kind of pic showing these areas is not the average one you'll be able to find easily.
For you to get a rough idea of the size of that pressure hull inside the external one.
http://img4.hostingpics.net/thumbs/mini_76096335a.jpg (http://www.hostingpics.net/viewer.php?id=76096335a.jpg)
I guess you can see now how much it was hard to see from one side to the other, with that pressure hull inside, and that stuff you can find right under the deck.
Et vive SuperDupont. http://img4.hostingpics.net/pics/674628laughyork1.gif
It does. Now you can see how much it was hard to see from one side to the other, with that pressure hull inside, and that stuff you can find right under the deck.
OK. I see it more clearly now. Thank you for your help. Look at the picture below. As you can see, I have combined exterior and interior plans of a typ7b. Pressure hull is pink. Is that correct for you ?
What could you tell me about the different sectors ?
*Red line: exterior
*Black line: interior
*Orange: full flooding holes
*Dark Blue: empty flooding holes (see through the other side)
*Dark Green: visible parts (or not ?). I would like to know, plz.
Respectively to our analysis, is 1, 2, 3, 4, 5.....11 are correct for you ?
http://img4.hostingpics.net/pics/585722u7bplans.png
OK. I see it more clearly now. Thank you for your help. Look at the picture below. As you can see, I have combined exterior and interior plans of a typ7b. Pressure hull is pink. Is that correct for you ?
I guess it is.
What could you tell me about the different sectors ?
*Red line: exterior
*Black line: interior
*Orange: full flooding holes
*Dark Blue: empty flooding holes (see through the other side)
*Dark Green: visible parts (or not ?). I would like to know, plz.
I guess it's fine - but I can't see your black line there. And when it comes to the dark green area, I can only guess that structure is featured inside the external hull, and so is not visible.
http://img4.hostingpics.net/thumbs/mini_81858558a.jpg (http://www.hostingpics.net/viewer.php?id=81858558a.jpg)
No need to care about holes in that green stuff, the average player just will not open your model in any 3D computer graphics software to check out whether the structure inside the external hull is a faithful reproduction of the original VIIB's. :haha:
Respectively to our analysis, is 1, 2, 3, 4, 5.....11 are correct for you ?
In my humble opinion, they are.
Super, your help is welcome. I notice for the dark green. You have to understand that my main preocupation is: what could we see from the exterior once the flooding holes are open. What is visible and what is not. That's all. Henceforth the questions are clear, I'm going to update the model and come back with the corrections. Time to dive again.
Thank you kamerad and bonjour de Paris ! :salute:
PS: btw, thank you again for your report, to have pinpointed the problem and help me make this model the most authentic in greater objectivity. Au dessus c'est le soleil ! :up:
Glad to know I've been able to bring you a helping hand somehow !
Salutations nancéennes, see you later ! :up:
http://img11.hostingpics.net/pics/553279detailherritananas.png
makman94
04-29-14, 07:09 PM
indead amazing attention to details, Jochem :yeah:
keep at it mate ... looks so rocking good !
ps: get rid of these textures as soon as possible. they are ruining the immersion
indead amazing attention to details, Jochem :yeah:
keep at it mate ... looks so rocking good !
Thank you very much mate for your support ! :shucks:
ps: get rid of these textures as soon as possible. they are ruining the immersion
On the way ! :smug:
http://img4.hostingpics.net/pics/870196UO0210.jpg
http://img4.hostingpics.net/pics/647786UO0211.jpg
http://img4.hostingpics.net/pics/337373UO0206.jpg
http://img4.hostingpics.net/pics/311807UO0168.png
http://img11.hostingpics.net/pics/491586UO0213.jpg
:subsim:
SnipersHunter
04-30-14, 09:51 AM
Nice to see this progress
I like it a lot when I see such a level of detail. Nice job so far.
Also, please don't forget this kind of rails on the hull
http://nsa34.casimages.com/img/2014/04/30/14043006213453579.gif
Find more related to that right here, for example http://modelkitsreview.com/revell-1-72-scale-u-boat/
I like it a lot when I see such a level of detail. Nice job so far.
Also, please don't forget this kind of rails on the hull
Find more related to that right here, for example http://modelkitsreview.com/revell-1-72-scale-u-boat/
Hi Alex,
Thanks for the link :) However, it already been did my friend ! See at the post #17 ;) But to be honest, this was a first try. It feels good but not as I would like. But yes, it was planned since the begining and you'll appreciate that I'm working on it again for the final version. ;)
Look at this link. Surely one of the best model I have ever seen ! ;)
http://www.travel-net.com/~gcauley/U673/
I would very much get closer to this idea ! :rock:
Hi Alex,
Thanks for the link :) However, it already been did my friend ! See at the post #17 ;)
Ah, that's right, sorry I didn't notice.
But to be honest, this was a first try. It feels good but not as I would like.
Rails not as visible as you'd like ?
Select and detach them from the u-boot body, make them a new object in the scene. Re-uvmap them a little bit in the end in order for them to be a bit more visible overall, and you're done. :yep:
edit
The railing was extruded from the big u-boot body after you created a bunch of new vertices all along the u-boot's hull.
And I don't know how to say it in english, but - Et je ne sais pas comment l'expliquer en anglais, mais le fait que tu aies détaché une partie du modèle corrompt en quelque sorte ses normales : tu finiras par voir apparaître d'étranges zones d'ombres tout le long de la ligne des "rails" en question. Pour éviter cela, c'est simple : tu détaches les rails, tu les masques dans la scène, tu supprimes tout le reste intégralement, et tu sauvegardes ta scène en l'exportant en .obj ou .3ds.
Après, tu les réimportes dans la scène que tu avais sauvegardée juste avant de créer ces "rails", les déposant en fait sur le modèle d'origine ayant son mesh tout propre où ne figurent pas ces "rails".
Le fait que ces "rails" soient un autre objet dans la scène les fera vraiment trancher sur les flancs du u-boot, on les verra bien mieux - à mon humble avis - une fois que tu auras peut-être bricolé leur UVmapping un petit peu.
That's what I would do myself to avoid getting corrupted normals after detaching that railing - C'est ce que je ferais pour éviter des soucis de normales après avoir détaché les "rails" en question.
Sinon, désolé d'appeler ça des rails : en anglais ça passe, mais j'ai aucune idée du nom de ces conneries-là en français, moi. :O:
Look at this link. Surely one of the best model I have ever seen ! ;)
http://www.travel-net.com/~gcauley/U673/
I would very much get closer to this idea ! :rock:
Great model... :hmm2:
Good luck, Jo ! http://img15.hostingpics.net/pics/22372864hb.gif
Ah, that's right, sorry I didn't notice.
Rails not as visible as you'd like ?
Select and detach them from the u-boot body, make them a new object in the scene. Re-uvmap them a little bit in the end in order for them to be a bit more visible overall, and you're done. :yep:
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The railing was extruded from the big u-boot body after you created a bunch of new vertices all along the u-boot's hull.
And I don't know how to say it in english, but - Et je ne sais pas comment l'expliquer en anglais, mais le fait que tu aies détaché une partie du modèle corrompt en quelque sorte ses normales : tu finiras par voir apparaître d'étranges zones d'ombres tout le long de la ligne des "rails" en question. Pour éviter cela, c'est simple : tu détaches les rails, tu les masques dans la scène, tu supprimes tout le reste intégralement, et tu sauvegardes ta scène en l'exportant en .obj ou .3ds.
Après, tu les réimportes dans la scène que tu avais sauvegardée juste avant de créer ces "rails", les déposant en fait sur le modèle d'origine ayant son mesh tout propre où ne figurent pas ces "rails".
Le fait que ces "rails" soient un autre objet dans la scène les fera vraiment trancher sur les flancs du u-boot, on les verra bien mieux - à mon humble avis - une fois que tu auras peut-être bricolé leur UVmapping un petit peu.
That's what I would do myself to avoid getting corrupted normals after detaching that railing - C'est ce que je ferais pour éviter des soucis de normales après avoir détaché les "rails" en question.
Sinon, désolé d'appeler ça des rails : en anglais ça passe, mais j'ai aucune idée du nom de ces conneries-là en français, moi. :O:
Great model... :hmm2:
Good luck, Jo ! http://img15.hostingpics.net/pics/22372864hb.gif
Yes, visibility was part of the problem, but I just was not satisfied with the design, and I knew the texture would do the rest.. I have already tested the both solution, of course (extrude and create with primitives). I kept the second solution as you can imagine; easier on many levels and I have calculated the space required to customize texture. Because the texture will be the second important point in the final stage. However, you make the point with the tips about obj, It should be useful ! :salute:
What about an update ? :arrgh!:
What about an update ? :arrgh!:
Hi,
Of course Alex, many improvments those last weeks. Working day after day on the model. Check those screens ;) Not finished yet but on the right way to ;)
http://img11.hostingpics.net/pics/770669UO0235.jpg
http://img11.hostingpics.net/pics/640289UO0232.jpg
http://img11.hostingpics.net/pics/631272UO0234.jpg
http://img11.hostingpics.net/pics/207676UO0236.jpg
http://img11.hostingpics.net/pics/119434UO0218.jpg
http://img11.hostingpics.net/pics/763887UO0224.jpg
http://img11.hostingpics.net/pics/221631UO0226.jpg
I think that you're on the wrong way with that skin. The VIIBs were new and not so rusty. That is the right skin for 1945.
La vache... :huh:
Stunning work, dude, when it comes to your photoshop skills.
And when it comes to your attention to details ( :o :o :o :o ), yet I'm quite much into details and accuracy,
I doubt I would have done a better job myself. :o :o :o :o
Massive congratulations ! http://img15.hostingpics.net/pics/920242clap.gif
And keep up the good work.
I think I can't believe my eyes. :huh: :o
It is just i-n-s-a-n-e ! :doh: :timeout:
SnipersHunter
05-10-14, 12:36 PM
Looking good so far :up:
brett25
05-10-14, 12:38 PM
fantastic work Jochem:salute: The rust looks very good, maybe you can keep a non-rusted version of your skin when its done, for "new" boats?
Fubar2Niner
05-11-14, 05:57 AM
@Jochem
A pure work of art, stunning detail. You sir are a genius :salute:
Best regards.
Fubar2Niner
Jimbuna
05-11-14, 07:40 AM
Coming along nicely http://s24.postimg.org/c148rgoj5/thumbsup_1.gif (http://postimage.org/)
Hawk U-375
05-12-14, 09:48 AM
Awesome Work! Very excited ....:up:
Brilliant! Keep up the good work matey :yep:
La vache... :huh:Stunning work, dude, when it comes to your photoshop skills.And when it comes to your attention to details ( :o :o :o :o ), yet I'm quite much into details and accuracy,
Massive congratulations ! http://img15.hostingpics.net/pics/920242clap.gifI think I can't believe my eyes. :huh: :o It is just i-n-s-a-n-e ! :doh: :timeout:
Looking good so far :up:
fantastic work Jochem:salute: The rust looks very good, maybe you can keep a non-rusted version of your skin when its done, for "new" boats?
@Jochem, A pure work of art, stunning detail. You sir are a genius :salute:
Best regards.
Fubar2Niner
Coming along nicely http://s24.postimg.org/c148rgoj5/thumbsup_1.gif (http://postimage.org/)
Awesome Work! Very excited ....:up:
Brilliant! Keep up the good work matey :yep:
Hi my friends,
Thank you very much for your support and encouragements. It is an honor for me and the best way to know that I do not take the wrong path. Of course, to answer the questions of some of you, my supporters, I am trying to consider of ways to share with you, along with this model, a clean database set texture in psd format so that you can express your talents graphic. ;)
Thank you again and stay tuned ! :salute:
PS: Check updates below ;)
http://img4.hostingpics.net/pics/652805UO0018.jpg
http://img15.hostingpics.net/pics/125824UO0012.jpg
http://img15.hostingpics.net/pics/507895UO0014.jpg
http://img15.hostingpics.net/pics/513245UO0006.jpg
http://img15.hostingpics.net/pics/120532UO0008.jpg
http://img4.hostingpics.net/pics/490035UO0027.jpg
http://img4.hostingpics.net/pics/191292UO0026.jpg
http://img4.hostingpics.net/pics/904978UO0025.jpg
http://img4.hostingpics.net/pics/445676UO0024.jpg
http://img4.hostingpics.net/pics/970186UO0023.jpg
http://img4.hostingpics.net/pics/742437UO0022.jpg
makman94
05-13-14, 03:24 PM
oh yes...amazing work so far , Jochem :Kaleun_Wink:
with the new textures that you are showing now it starting shining the work that you are doing on its details !
ps:looking at all these details, i would suggest you ,if you have the time or will, to make a 3d model for the deck woods too (like what Hans did at the type iia for the U-boot-hahd,look at the attached pic). you will not regret it when you see it on your sub :03:
https://www.mediafire.com/convkey/2344/57j5oj5u7m5r95n6g.jpg
oh yes...amazing work so far , Jochem :Kaleun_Wink:
with the new textures that you are showing now it starting shining the work that you are doing on its details !
ps:looking at all these details, i would suggest you ,if you have the time or will, to make a 3d model for the deck woods too (like what Hans did at the type iia for the U-boot-hahd,look at the attached pic). you will not regret it when you see it on your sub :03:
Why not? This is a great idea. Of course, I thought to model the bridge entirely. This idea worked already in my mind. I had, however, to follow a very specific purpose that makes sense. First, the limber holes of the boat. That was my main goal. Then refine the hull. Then define and model the inside (also have to thank Axel :D). Then, have to suggest a more appropriate texture for this high def model. Thank you to you for that, of course :D. So, let we to proceed step by step...
I need to know how the boat feels in game at this stage of development. I had a very successful first glimpse with the holes in the hull...which has strengthened me afterwards.
Those weathered textures already make it all look better than I thought it would in the end. Great work.
makman94
05-17-14, 03:10 PM
... So, let we to proceed step by step...
of course Jochem step by step is the only way to go, i am just throwing an idea for making it look even better :yep:
Other than that, when do you plan to release it ? :stare:
Someone had to ask you that dumb question, sorry. :haha:
Fubar2Niner
06-13-14, 11:32 AM
@Jochem
Just wondering how your work is going shipmate, not trying to hurry you. Almost a month since your last update, so curiosity got the better of me :haha:
Best regards.
Fubar2Niner
I think it's great you're working to add to the game. I think it's misdirected "after the fact" to suggest your work was wasted.
Any improvement is welcome.
Bob
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