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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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From Wikipedia:
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![]() ...and this is the result so far, entirely modelled in Wings3D: ![]() |
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#2 |
Willing Webfooted Beast
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Looks great! Nice little boat.
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Thank you Cybermat,
that will be of the 'shorehead' (66 ft) type. Her game dimensions will be: length - 20.08 m, breadth - 5.55 m, draft 3.68 m, so yes, she will be one of the tiniest boats modelled in game ![]() |
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#4 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Hey, looks great! It could also be used as much better looking "coastal boat" than one currently present in game
![]() And if making it will give you appetite for some more, I have a ton of plans and photos of various cargo ships stashed on my drive that I've collected doing research for my ship pack - mostly smaller sizes, up to 2000 GRT, but also a bunch of larger ones ![]() |
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#5 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
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looking good gap,
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#6 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
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The Clyde puffer was immortalised in the Para Handy novels of Neil Munro and a 1970's BBC Sitcom loosely based on the books entitled 'the Vital Spark'
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"The action is simulated...the excitement is real!" Microprose Simulation Software. |
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#7 |
Navy Seal
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Beautiful!
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#8 |
Silent Hunter
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Great job! And nice to see another wings3d user active on the forums. The details are top notch, and the hull cross sections look correct.
In my opinion, small ships like these are needed much more than the big 5,000 - 10,000 tonners - even in WWII, little cargo vessels still made up a lot of the merchant fleet. And too often in SH3/4/5 we see big ships like Liberties operating inshore, where they rarely would have been in real life. Oh, and the accents in Sonarman's clip are great. ![]() |
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#9 | ||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Thank you for the nice words guys
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![]() Out of jokes: let's share our resources and discuss our respective projects. I am sure we can find some common priorities and if more cargo ships are part of those priorities, I will do my part of the job ![]() Quote:
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Talking about small details, I have a small problem that maybe you or kapuhy can help me with. From the plan I have used as template, and from several pictures I have seen, it seems that puffers had most of their rudder chain running in the open all the way from boat's wheel to the stern. As you can see from the screenshot below, the chain was not running straight but it formed several angles. I have tried modelling it as an almost flat geometry with a transparent, seamless chain texture. This is a trick I used for keeping acceptably low the poly count of other models, but in this case it didn't work. Due to the prominent position of that chain on to its changes of orientation, having it as a 2D texture looks really odd. ![]() For the moment I have opted for a 3D chain. I simplified each chain link as much as possible; it is composed of just 18 vertices and 36 triangles, but there are many of those links, and in total the chain accounts for 2,232 vertices and 4,464 faces. A bit too much for a small detail like that. Do you guys have any better idea on how I could make that chain to look nice and natural while keeping its poly count under decent limits? Yes, I know, I could scrap it all, and very few naval fans would notice its absence, but being stubborn realism fanatic that I am, I can resolve to adopt such a drastic solution ![]() Quote:
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#10 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Other than that, only thing I could think of is leave hanging part of chain as 3D and make the part that is running in the narrow "trench" 2d. EDIT: Or, make links a bit larger than they should be - not totally realistic but hardly noticeable and it will allow you to cover the distance with fewer links. Also, make sure parts of chain that are not visible (mainly concerning the "trench" part) are removed. In general, when I was modeling my ships I still didn't know if I will be able to import them as .gr2, so I set the polycount of Taihosan (nice looking .dat ship of circa 15k polys) as "alarm limit" - if any of my ships was reaching that, I'd start to cut details without mercy. Now with gr2 you have LOD model for larger distances so you can afford some more details. According to vdr1981, PB4Y plane model (160k triangles, aka two Queen Mary's) doesn't cause significant lag so the engine apparently can take it. |
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#11 |
GLOBAL MODDING TERRORIST
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Back sides of the chain links will never be seen. Delete them.
Camera position in Game will not allow a close enough view to see most of it anyway. Is this to be a GR2 or dat version? |
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#12 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Thank you for your good suggestions Maciej and Jeff
![]() I had not considered "squaring" chain links. Indeed that would enable the saving of 12 triangles per link - 1,488 in total. In terms of aesthetics, I find "pointy" links preferable but that's such a small detail that at the end I might decide to use this trick. Modelling the lesser visible portions of that chain as 2D objects is an idea I had in mind, probably the best option in terms of poly reduction, but I need to check whether the transition between 2D and 3D links will be too evident. Removing "back sides" is another idea I had. It might be used on more enclosed portions of the chain as a lesser drastic alternative than making them flat and mapping a simple chain texture on them, but selecting the right faces to be deleted, might be a long and tedious task. @ Jeff For now my plan is to import the Lochinvar in game as a GR2 unit, but I don't exclude a later port to the dat format, for SHIII fans to enjoy her too. Such a conversion might bring some pro's, one of them being that we might bind the same link mesh to multiple nodes with different rotation/position settings. Again, the implementation of this elegant solution would involve some work, but it would be definitely worth all the effort. Unfortunately multiple bone bindings are not managed by the granny format (or by GR2 Editor) as well as by the dat format and S3d. Another fine solution for exploiting the 'multiple mesh usage' trick might be importing the chain as a separate dat object and linking it to the main GR2 unit via eqp file or merge controller. It wouldn't cast any dynamic shadows, but probably those shadows wouldn't be very noticeable anyway ![]() ______ Changing completely of topic I have a new question guys. If memory serves, torpedoes, bombs and guns shells make actual 3D holes on GR2 units that one can see through. Should I model some basic interiors for the upcoming unit? Last edited by gap; 12-14-20 at 09:28 PM. |
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#13 | |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
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Greetings, gap, and glad to see you.
I think you absolutely should not bother about this little thing-a chain in 3D execution. (You can make a solid long object with a simple cross-section, and make details-chain links using a texture). And i will give you an example, i think very suitable, which should convince you of this. Here is the “Vickers mgun Mk-5 mount” that I was started to make for a Torpedo boat for SH5, the old one, in SH4 that was too rough and simple, I wanted to make it more detailed. In addition, I had to try to adjust the geometry of the game model and its moving parts, the movement of which is simplified under the conditions of the game and based only on the rotation base and traverse of barrel blocks, so that it was most similar to the original and did not cause visual dissonance, because this turret in reality has a rather complex design and motor skills with many moving parts and the movement of articulated structures.. perhaps this adjustment was excessive, because all this turned out to be again inconspicuous in the game. This is the final view, but before its start assembling it in GR2 and texturing it, it went through the maximum simplification and initially had even more details. But as I later saw the result in the game, the model could be safely-simplified cut back, for example, in these details: and this is without prejudice to her appearance.. these MachineGun parts are too small. Well. These are the closest screenshots in the game that I managed to make (with a resolution of 1920x1080): Even in optics from a distance of 150-200 m from the submarine details are indistinguishable: As I did not try to make out the pins of the hinges and other small details-in the game they were indistinguishable and invisible. The length of your ship (66 ft) length - 20.08 m, the dimensions of Vosper (70-72 ft) length - 22.1 m. Approximately comparable. Look at Vosper and look at Vickers, then look at your ship and the chain – it will be a barely discernible "thread" in the game render. Do you need it made entirely in 3D, the beauty of which can be seen and appreciated only in the exported model in a 3D editor or viewer? The weight of the entire final Vickers model cost 4070 faces, I think it could be safely reduced to 4000 without losing the visual, having the experience gained. This is a whole anti-aircraft mount that can be reused, for example, on some fairmile-d or others. similar to vosper*s if our develop the mtb shipyard in the game. You have one chain… In general, the choice is yours, gap. ***** In addition, you can use such details as: a slightly convex door and the contours of the eluminators – you can simply bake them into a high-quality Normal map and Diffuse and remove the 3D details. ***** Quote:
And in SH4 " holes” - yes - there is a sense to do the internal content, but the "holes" against the background of such small ships (although, i think, here you need to consider each ship separately, depending on different details: whether there are high large superstructures and how the frame models themselves look, etc. - perhaps in some cases 3d internal frames will look normal when damaged), as far as I remember, were so big that it is better without them, and I did not connect these damages on Vosper in SH-IV. And of course: all of the above is just my opinion. ![]() Last edited by Rosomaha; 12-15-20 at 12:46 AM. |
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#14 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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On another note and related to earlier posts about sharing resources and plans - there seem to be several units currently in progress, perhaps (just a thought) we might use a sticky thread in SH5 Mods Workshop somewhat like this: https://www.subsim.com/radioroom/showthread.php?t=97328 Such thread would contain list of WIP units currently being made and perhaps links to resources like plans or models available online in case a newcomer would like to give a try to creating a new unit. Plus, maybe some form of basic guide for importing units as the needed info is currently spread over many multi-page threads. Last edited by kapuhy; 12-15-20 at 03:45 AM. |
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#15 | ||||||
Navy Seal
![]() Join Date: Jan 2011
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Hi Rosomaha,
thank you for your feedback and glad to se you too. Your torpedo boat looks amazing, I hope her release date is not too far ![]() Quote:
The other option I will be considering, is assembling the whole chain as dat object, where the same 3D mesh can be used many times with negligible increase in file size and no increase in poly count ![]() Quote:
Once they are finished, cutting down unnecessary detail before game import is a relatively easy process. Quote:
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