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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
Uploads: 10
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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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#2 |
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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#3 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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looking good gap,
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#4 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,392
Downloads: 79
Uploads: 0
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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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#5 |
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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#6 |
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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#7 | ||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#8 | ||
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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#9 | |
Swabbie
![]() Join Date: Oct 2008
Posts: 11
Downloads: 26
Uploads: 0
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