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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/52...endu070414.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. |
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:
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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. |
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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. |
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http://www.marinesims.de/wbb2/thread.php?threadid=14447
But it is in german. It is build from "Wurmonkel. |
question concerning your model
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 ;)
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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 |
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
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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.
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