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#1 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Yes, davit's arc could have been smoother. The same goes for vent's inner part and for many other small details, if you look at them from close enough. At some point one needs to put the word "end" to his projects, and this is the case with my puffer as long as the 3D modelling job is concerned. In future someone else might bring his own improvements to it, and I will be glad to accept them, but by then I hope I will be working on something else ![]() Quote:
1 - The screenshots I posted yesterday were taken in Wings3D. Wings is not a 3D rendering program, so don't expect too much from it. It supports the creation of scenes with various types of lights, but I never messed with them. The one source of light in my screeshots is a standard emispherical lighting which, I think, is aligned with the x axis. That's why one side of the boat looks more illuminated than the other. 2 - For the above reasons, my previews don't feature any dynamic shadow. If you compare the pictures at post #46 with the one at post #1 you will easily realize that, in the screenshots I posted more recently, the shadowing comes mostly from the ambient occlusion map. Considering that, it is logical for objects on the deck - whose exposure to diffuse light is occluded by bulwarks and superstructure - to be darker than hull. In game, this will be balanced by direct sunlight beams and by the dynamic shadows supported by the granny format. 3 - The program I used for AO-map baking is Autodesk Softimage Mod Tool 7.5. This is the free version of the program devs used for the same job in SHIV and SH5. The only manual touch ups I made to the procedural AO map, was subduing by 50% or removing the pre-rendered diffuse shadows cast by breakable model parts, otherwise those darker spots would look odd when the boat is damaged and the objects casting them are ripped away from the main model. |
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#2 | |||
Grey Wolf
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2) Can't you have any preview directly in Autodesk Softimage Mod Tool 7.5 ? Quote:
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5) Other than that, one quick question : what is the sail used for, as there is already a propeller ? I doubt that it's used for propulsion purpose. Maybe for lateral maneuvers ? ![]() Last edited by Mister_M; 03-04-21 at 04:51 AM. |
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#3 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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That, and I guess with some older puffers you want to have backup propulsion in case your ancient steam engine fails.
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#4 | |
Grey Wolf
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But also, I see that this sail has a fixed position and it can't be oriented (only a little by fixing the "flying" cable) to one side or the other, so not very useful to navigate... Edit : I couldn't find any picture of a Clyde puffer with a sail. It was then probably used only in extreme emergency situations... Last edited by Mister_M; 03-04-21 at 07:40 AM. |
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#5 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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1 - The AO map contains pre-rendered shadows; think of it as the soft shadows cast by diffuse light. 2 - Surface normals are another important factor which determines the luminosity of a surface; the more parallel a normal is to the direction of incident light, the lighter will be the relative surface. 3 - Normals are also affected by object smoothing; this is the hardness of the edges connecting the triangles that compose a curved surface. By default, edges are considered "soft". That means that the normal of each triangle is averaged with the normals of neighbouring triangles, giving the surface a smooth look with subtle changes of luminosity. Nonetheless, edges can be set to "hard", which means that there will be an abrupt change of luminosity between a triangle and the next ones, and that the edges between adjoining triangles will be well noticeable if their normals point to radically different directions. 4 - Finally we have dynamic shadows: the sharp shadows cast on top of an object when another object is blocking light rays for it. Off the four factors I summarized above, the effect of the last three is subject to quantity and direction of a directional light source (such as the sun), whereas the the first one is static and it is supposed to simulate ambient (i.e. diffuse) light. In my last previews, you can see the effect of the first three of them but, as I wrote yesterday, the illumination I set in Wings3D was actually a diffuse light coming from one side (like the sun light at dusk). In game, a variety of different illuminations will apply depending on time season, time of the day and weather. Quote:
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The plan that this model is based on also features a mainsail, but that was used very rarely (probably in case of emergencies as noted by kapuhy) and I decided not to include it in my model. Last edited by gap; 03-04-21 at 11:58 AM. |
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#6 | |||
Grey Wolf
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Thank you for your very detailed, patient and clear explanations. I'm impressed, and happy to learn so many things !
![]() I still have a few comments : Quote:
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![]() Last edited by Mister_M; 03-04-21 at 12:36 PM. |
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#7 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() https://en.wikipedia.org/wiki/Sailing_into_the_wind Quote:
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a) the difference is so slight that under direct sunlight it will be barely noticeable. b) the hull will be painted mostly in black and red, whereas the superstructure will have a lighter paint. The one thing you will notice once the model is fully textured and imported in game, is that the bottom part of vertical surfaces, near the deck, is slightly darker than upper parts. This effect is totally realistic and it will enhance the sense of threedimensionality. You are probably used to SHIII ships, most of which lack an AO map. To me, those models look terribly flat, as if they were photographed from far distance during an hazy day ![]() |
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#8 |
Grey Wolf
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sorry, duplicated post.....
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