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Old 08-19-20, 09:56 PM   #1
iambecomelife
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Good job. The proportions look correct for a ship of 400+ feet long and 7100 GRT. The Liberties were large for their time, but small compared to modern merchants.

And I like how you have the derricks all folded down. One of my HUGE pet peeves with merchant ship models in submarine games is that the derricks/cargo booms are always poking in every direction. In real life, WWII merchant ships almost kept the cargo handling gear fully up or fully down when they were at sea (to avoid damaging the gear or deck cargo). This has been confirmed by a WWII veteran convoy sailor who spoke to one of my favorite model makers.

Hopefully the final version will have some smudges of rust & oil on the hull, just so it's not too factory fresh.
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Old 08-20-20, 04:20 AM   #2
ArnoldR
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Thank you for your comment. I like how you point out interesting details.

Quote:
Originally Posted by iambecomelife View Post
Good job. The proportions look correct for a ship of 400+ feet long and 7100 GRT. The Liberties were large for their time, but small compared to modern merchants.
I made this model only with detailed technical plans (I even corrected some small errors on these plans...), so the ship's proportions are 100% accurate!

Quote:
Originally Posted by iambecomelife View Post
And I like how you have the derricks all folded down. One of my HUGE pet peeves with merchant ship models in submarine games is that the derricks/cargo booms are always poking in every direction. In real life, WWII merchant ships almost kept the cargo handling gear fully up or fully down when they were at sea (to avoid damaging the gear or deck cargo). This has been confirmed by a WWII veteran convoy sailor who spoke to one of my favorite model makers.
Indeed, this is a detail that I took into account. I grabbed a lot of historical photographies of the ship, and I noticed that the booms are deployed only when the ship is docked in order to unload/load cargo. While at sea, the booms are resting down if the deck is clear, else they are in vertical position, attached to the mast in order to make space for extra cargo on the open deck. I plan to add the option to choose one of these 3 configurations.

Quote:
Originally Posted by iambecomelife View Post
Hopefully the final version will have some smudges of rust & oil on the hull, just so it's not too factory fresh.
Yes, my screenshot is showing the model in Wings3D without any texture. I plan to create several textures with several levels of rust. I don't like clean textures. And rust on ships is in the direct spirit of SH3!!!!

But the bad point is that I'm not a texturer, and I don't think to be able to create nice textures myself...

Else, what do you think about the poly count: 66.000 triangles for now...?
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Old 08-20-20, 07:39 AM   #3
stork100
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Great stuff guys. ArnoldR: I think you have something special here. Wishing you all the very best for this project!
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Old 08-20-20, 11:37 AM   #4
ArnoldR
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Quote:
Originally Posted by CapZap1970 View Post

Looks fantastic! I hope we can have this beauty soon as a mod!!! Very good work!


CapZap
Quote:
Originally Posted by stork100 View Post
Great stuff guys. ArnoldR: I think you have something special here. Wishing you all the very best for this project!
Thank you for the kind words!
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Old 08-20-20, 04:51 PM   #5
VonDos
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Hi mate!
Really promising, waiting for the release!
Good luck with this nice project


Best regards,
Vd
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Those, others and WIP ships are avaiable in my SHIPYARD here:
http://www.subsim.com/radioroom/showthread.php?t=136508
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Old 08-20-20, 06:46 PM   #6
iambecomelife
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Glad to know you're paying attention to details! I must also say I saw the "John W. Brown" a few years ago when she visited my local harbor, and the model looks just like her - I can't find any problems.

It's been 15 years, and although the developers did a good job, it's high time to revamp the Silent Hunter series merchant shipping.

Also, if you are concerned about poly count, you can used S3d Editor's "minimum render dimension" controller for high-detailed parts so they're not rendered until the player gets close to them. That's a trick I use on my ships for human figures, etc.
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Old 08-21-20, 02:50 AM   #7
ArnoldR
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Quote:
Originally Posted by VonDos View Post
Hi mate!
Really promising, waiting for the release!
Good luck with this nice project


Best regards,
Vd
Thank you!

Quote:
Originally Posted by iambecomelife View Post
Glad to know you're paying attention to details! I must also say I saw the "John W. Brown" a few years ago when she visited my local harbor, and the model looks just like her - I can't find any problems.

It's been 15 years, and although the developers did a good job, it's high time to revamp the Silent Hunter series merchant shipping.

Also, if you are concerned about poly count, you can used S3d Editor's "minimum render dimension" controller for high-detailed parts so they're not rendered until the player gets close to them. That's a trick I use on my ships for human figures, etc.
Ok, I might try this trick if I feel the need. Thanks.
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Old 10-26-22, 05:41 AM   #8
Alex.B
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Quote:
Originally Posted by iambecomelife View Post
...Also, if you are concerned about poly count, you can used S3d Editor's "minimum render dimension" controller for high-detailed parts so they're not rendered until the player gets close to them....
"minimum render dimension" controller?

What is it? I've never heard of it. Where can I find him?
I will be grateful for any help.
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