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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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Err, guys, I started UV mapping the sub, I' ve done the two rudders, with textures, but now I REALLY need some help here...( I know, throwing a tantrum isn't a nice thing...-see my previous post
![]() I don't want to continue with the mapping, until I know I'm not doing sg stupid :-))) Thank You all |
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#32 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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Still WIP...
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#33 |
Stowaway
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nice to look at, but i am afraid your model is not symmetric(check the look from the stern- the floodholes do not match, ando so does the missile comartment.sorry)
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#34 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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Sh*t, got so lost in the details...I can't believe I didn't see that...
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#35 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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Ok, thank God it was only the last six flood holes that were in the wrong place...That's fixed. But I can't fix the missile compartment. I'm not even sure we're talking about the same thing, what I found is that the right side of it is slightly closer to the center ( due to the thickness of the reference image lines- and me being an amateur :-)))).
Yeah, the stern area of the compartment isn't the nicest thing I've ever seen, had to do a lot of fixing there (same mistake again, didn't realize there were edges selected, ended up with a real mess, that's why it's bumpy, I hope I can fix it somehow, though I doubt it...displacement of that small round "hatch" thing on the right side of the rudder is the result ,I think I might be able to fix that...) ![]() |
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#36 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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I have no idea on how to help you sadly but i always hoped someday a Borei class would be introduced to Silent Hunter 4, awesome work!!
Jhapprich really is the king around here, he can help for sure ![]()
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#37 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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thank You, I hope I will be able to finish it in a couple of months, I had to rebuild basically the whole stern part of the missile compartment, Jhapprich was right about it, now I'm getting close to finishing the model. I have to learn the texturing in Blender, ( the hardest part is the work in gimp, never used any program of that sort for anything ,have to learn that as well) and then comes the Silent 3ditor, which is another big leap in my PC studies :-)))).
I first wanted to create an interior for Ohio class, or Los Angeles , (the ones that have enough pics and videos for me to get a general idea) but that's way more difficult, so, first the Borei, than some interior. |
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#38 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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trying to figure out texturing in blender...some of the body looks more or less ok, the sail is a mess...still working on the 3d model itself, but got anxious a bit :-)
I also have a question to texture gurus out there....I have a tiled texture I work with in Gimp. But when I draw the waterlines and other signs, I can import that back in blender successfully, but the tiled texture disappears. It has to do sg. with the layers, but couldn't figure out what... ![]() ![]() ![]() ![]() ![]() |
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#39 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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I give up. I took a couple weeks off this project, now I'm back. And I still can't figure out how to add accurate markings to the skin. I can apply textures, bump map, normal map, amb. occlusion, etc ( although I still don't really know what is needed in game). But I can't do the markings, water line etc. So anyone who has time, and is willing to do this, is more than welcome to help me out. this is the only thing I still couldn't figure out. it's maddening. found no templates to copy-paste, no pics for accuracy, etc...like the good old Beatles sang...HELP
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#40 |
Seaman
![]() Join Date: Apr 2009
Posts: 37
Downloads: 133
Uploads: 0
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Wow, your submarine looks so incredible! Is there any of chance I can test your submarine in SH4? And how is the progress with your submarine so far?
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#41 |
A-ganger
![]() Join Date: Apr 2009
Location: Budapest
Posts: 78
Downloads: 163
Uploads: 0
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Hey there, well, my motherboard died a month ago, so now I'm just trying to continue where I've left off, textures, markings, etc . Of course You can test it, if You know how to import it into the game, because I have no idea
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#42 |
Torpedoman
![]() Join Date: Sep 2009
Location: Bay Area, California
Posts: 114
Downloads: 229
Uploads: 0
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I just enquired in another thread about that 3D sub interior mod that was started years ago. Compartments missing in the default version of the game were being built (Goat Locker and Officer's Quarters, Crew Berthing, Engine rooms, Torp compartments, etc...). Unfortunately it seems that project died off. Looked like it was very good, thorough work, matching the detail and quality of the default control room and conning tower.
If something like that could be restarted with the quality that is shown below, that would be fabulous! Really wish that mod was completed and released, though. Was really looking forward to it. |
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#43 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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Any word on the borei?
Don't give up, it looks great!
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#44 |
Stowaway
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since it take A LOT time to do make a new interior (i stopped work on the ALFA`s and Los Angeles`), i am currently trying the following for the Sierra: I took the SClass command room and added "covers" over the pipe etc. to fake a console(this is actually the cristmas tree).so now i have a modern looking console and i dont have to do all the work for lamps and buttons and dials. it wont be a sierra command room to the scale, but it will be a cheap-to-do modern interior. what i do is taking the model of the part i want to cover, built the cover in milkshape, adding the colliding parts of the original command room in neighbourhood and making that my pre-ambient occlusion model. i then bake the AO in seperate files, so i only have an uv-model of the cover and an ambient occlusion with the shadows of the other things around, and add the cover and a new material with the texure and my ao to the stock command room.voila ->
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#45 |
Seaman
![]() Join Date: Jan 2015
Location: California, United States
Posts: 34
Downloads: 298
Uploads: 0
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This looks absolutely amazing. Even better, it's a fresh project! I explicitly look forward to the beta/finished product!
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