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Old 09-12-16, 01:50 PM   #1
VonDos
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Quote:
Originally Posted by gap View Post

- unlike your model, ships foremast features a single fore boom, extending horizontally all the way to the prow. DONE Improved foremast at all, partially new design)

- unlike your model, there are no vents in "central posotion" that I can see in the picture, but just four couples of port-starboard vents.DONE

- the two rearmost couples of vents are closer together in the picture than they are in your model.DONE

- the lifeboats should be hung higher than they are now, i.e. their tops should be in line with the top of the superstructure, but I am probably nitpicking here :-P DONE, easy to do =)

- most historical pictures and illustrations display funnel stacks painted with a much more brilliant shade of red than your current texture. DONE, do you like it?



TO DO list:

Quote:
Originally Posted by gap View Post

- it might be just a light effect, but the prow section looks more streamlined in the big picture I have posted a few days ago than it is in your model (look at the shadow extending on the hull more or less from the bow to where the superstructure starts). (Need to know how to do this)


- also, in your model the bulwark seems more bended upwards (going from midship to the bow) than it looks in the picture, where it is almost straight. But this might be due a different perspective. (Need to know how to do this)

- the covered decks in the stern section need some reworking too. (Tons of work to do here!)

- you should paint more windows on the superstructure (you can try and overlay windows from the hi-res picture to your texture to recreate exactly the same pattern), and many more hatches on the hull. (Just added some hatches for now, windows work will require a big UV remapping of the ship)
And after all, i need to work to damage model (*.zon) and start to think about auxiliary cruiser version...



Best regards,
Vd
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Old 09-12-16, 02:46 PM   #2
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ps for finish today, i've added small details:



Best regards, Vd
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Old 09-13-16, 06:52 PM   #3
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You can add windows by making a 3d object and just UV-ing it.
Then attach it to where ever you want.
Take a look at the Munsall2 in GWX and export the Main tower model.
The windows are separate 3D objects.
It made it so much easier to place them.
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Old 09-14-16, 01:36 PM   #4
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"Munsall2"

Ok, Bernard style.
What is Munsall2 in my GWX installation?


Quote:
Originally Posted by Jeff-Groves View Post
You can add windows by making a 3d object and just UV-ing it.
Then attach it to where ever you want.
Take a look at the Munsall2 in GWX and export the Main tower model.
The windows are separate 3D objects.
It made it so much easier to place them.
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Old 09-14-16, 03:39 PM   #5
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Quote:
Originally Posted by VonDos View Post
"Munsall2"

Ok, Bernard style.
What is Munsall2 in my GWX installation?
Data\land\LAA_AAMaunsell2
It's the Sea Forts.
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Old 09-15-16, 01:35 PM   #6
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Data\land\LAA_AAMaunsell2
It's the Sea Forts.
Got it!
Thanks!

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Old 09-17-16, 04:14 PM   #7
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Quote:
Originally Posted by VonDos View Post
- unlike your model, ships foremast features a single fore boom, extending horizontally all the way to the prow. DONE Improved foremast at all, partially new design)
The foremast in your model now looks almost identical to the real one

Quote:
Originally Posted by VonDos View Post
- unlike your model, there are no vents in "central posotion" that I can see in the picture, but just four couples of port-starboard vents.DONE
Good. After having a second look into the big picture I had posted a few days ago, I see some objects on the upper deck that might be smaller vents, but their arrangement isn't clear

Quote:
Originally Posted by VonDos View Post
- the two rearmost couples of vents are closer together in the picture than they are in your model.DONE

- the lifeboats should be hung higher than they are now, i.e. their tops should be in line with the top of the superstructure, but I am probably nitpicking here :-P DONE, easy to do =)


Quote:
Originally Posted by VonDos View Post
- most historical pictures and illustrations display funnel stacks painted with a much more brilliant shade of red than your current texture. DONE, do you like it?
Very much

Quote:
Originally Posted by VonDos View Post
TO DO list:

- it might be just a light effect, but the prow section looks more streamlined in the big picture I have posted a few days ago than it is in your model (look at the shadow extending on the hull more or less from the bow to where the superstructure starts). (Need to know how to do this)
Well, not an easy tweak. It largely depends on the 3D modelling program you use and on your own creativity, but I am afraid you will need to adjust every vertex manually. I would pick vertices two by two on each side of the hull (near the bow) and scale their x coordinates up and down untill the particular shape is obtained. In absence of detailed cross sections of the bow, you will need to rely on your own eye.

Quote:
Originally Posted by VonDos View Post
- also, in your model the bulwark seems more bended upwards (going from midship to the bow) than it looks in the picture, where it is almost straight. But this might be due a different perspective. (Need to know how to do this)

Again, it depends on your 3D program, but I would pick all the vertices on the top edge of the bulwark from where it starts raising to the prow, and flatten their y coordinate to the height of the lowest vertex, and then I would raise them again by a smaller amount so to create a smooth and flatter curve. Some programs let you to do "magnet" vertex displacement: you select a vertex or a group of vertices that you want to displace, and one or more vertices which represent the outer border of the area affected by the displacent. Then you can move the primary selection at your wish, and the vertices comprised between it and the secondary selection are displaced proportionally so to obtain a smooth curve. Easier done than said.

On a minor note, the original bulwark is continuous from bow to stern, but not so in your model, where it features a short gap near the bow, more or less near the fore-mast. This one should be an esy tweak

Quote:
Originally Posted by VonDos View Post
- the covered decks in the stern section need some reworking too. (Tons of work to do here!)
Yep, I agree

Quote:
Originally Posted by VonDos View Post
- you should paint more windows on the superstructure (you can try and overlay windows from the hi-res picture to your texture to recreate exactly the same pattern), and many more hatches on the hull. (Just added some hatches for now, windows work will require a big UV remapping of the ship)
Jeff beat me on that. There are tens of windows, and placing them one by one can take a long time. The basic pattern is a group of 9 high windows separated by 2 smaller ones. You can model that and then clone/displace that basic layout n times. After that you will need some manula adjustements if you want to replicate exactly the same pattern. Once you have finished, you can mirror the windows of one side to obtain the windows of the other side in a few clicks.

On a side note: I would make the windows much darker. the way they are now, they look as if they were covered by mirror glasses


Quote:
Originally Posted by VonDos View Post
And after all, i need to work to damage model (*.zon) and start to think about auxiliary cruiser version...

Once you have finished modelling your ship, and before you start working on the damage model, remove from the main model all the items which were remove and/or modified during the AMC/troopship refittings (such as masts, vents, third funnel, lifeboats, command deck, etc) and place them in a separate file. Then link those elements to the main model through equipment nodes/eqp file

Quote:
Originally Posted by VonDos View Post
ps for finish today, i've added small details:



Best regards, Vd
Amazing. I like especially the two horns
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Last edited by gap; 09-18-16 at 11:45 AM.
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Old 10-02-16, 03:44 PM   #8
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Yep, you are right.

Another notable difference between the two ships is the position of the rear mast...

Quote:
Originally Posted by Jeff-Groves View Post
Guess VonDos can do the Monarch next.
I don't think those slight differences are worth another model, but most of them can be rendered in game by keeping the common features on the main model, and by making the changing parts into as many configurable "equipments"

If VonDos manages doing that, his unit could be considered a proof of concept
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Old 10-02-16, 03:49 PM   #9
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Good thing We are cross checking stuff.

If we'd have let this slip by?
We'd have got blasted down the road some day you know.






I'd also say We may want to let the people at that site you linked know about this little project.
They may like to see it sailing again.
We might not want to tell them we plan to blow the heck out of it though!
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Old 10-02-16, 04:50 PM   #10
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Quote:
Originally Posted by gap View Post
If VonDos manages doing that, his unit could be considered a proof of concept
To Late to be a proof of concept.
SH4 does that kind of stuff and GWX 4 was doing the same thing.
Not only that way of doing it but you can use placement nodes also to use a standard part in a Library dat.

Placement nodes would allow you to have all the little funnels about a ship with just a few actual 3D models.
And those 3D model are not in the Ship dat itself that way.

Doing blank nodes allows assigning them with the eqp file and then you can date change them.

The 3rd way is to instance a 3D model in a dat.
Check out the Sea fort in GWX 3 to see how that is done.
Tell me how many actual 3D models are in this if you can.
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