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Old 04-30-14, 11:17 AM   #1
Alex
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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/
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Old 04-30-14, 12:41 PM   #2
Jochem
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Originally Posted by Alex View Post
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 !
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Old 04-30-14, 02:29 PM   #3
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Quote:
Originally Posted by Jochem View Post
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.
Quote:
Originally Posted by Jochem View Post
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.

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.
Quote:
Originally Posted by Jochem View Post
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 !
Great model...
Good luck, Jo !
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Old 04-30-14, 06:38 PM   #4
Jochem
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Originally Posted by Alex View Post
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.

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.

Great model...
Good luck, Jo !

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 !
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Last edited by Jochem; 04-30-14 at 07:08 PM.
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Old 05-09-14, 07:20 AM   #5
Alex
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What about an update ?
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Old 05-10-14, 10:14 AM   #6
Jochem
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What about an update ?

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





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Old 05-10-14, 10:19 AM   #7
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Old 05-10-14, 10:22 AM   #8
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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.
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