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Old 04-07-14, 11:04 AM   #1
Jochem
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3D Typ VIIb on the way !









I decided to model this typ VIIb and give it some details. It's based with Fubar's texturing for the while. Your comments and suggestions are welcome.
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Old 04-07-14, 11:26 AM   #2
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Looks amazing so far Jochem. Can't wait for the release. One question, will this be compatible with GWX ?

Best regards.

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Old 04-07-14, 11:34 AM   #3
Jochem
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Yes, it is based on GWX
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Old 04-07-14, 11:40 AM   #4
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Excellent news Kaleun

Best regards.

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Old 04-07-14, 11:54 AM   #5
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Pretty clean mesh, well done.
Would be good to spread a handful of polygons here and there inside the outer hull just so one can't see on the other side of the boot through flooding holes.

Nice-looking model, really.
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Old 04-07-14, 02:47 PM   #6
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I think that a new VIIB is absolutely unnecessary because we have Testpilots Typ VIIB v3. A good VIIC or a new build Type IX is more needed.
But I think that it has to be on Stock-Base so that it is compatible with the most Mods.
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Old 04-07-14, 05:03 PM   #7
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Quote:
Originally Posted by padi View Post
I think that a new VIIB is absolutely unnecessary because we have Testpilots Typ VIIB v3. A good VIIC or a new build Type IX is more needed.
But I think that it has to be on Stock-Base so that it is compatible with the most Mods.
I'm with this guy. I think its unnecessary. All the subs have been redone with dynamic lighting and improved meshes. You just have to find the download links.

I'd recommend finishing the Type VII interior doing the aft torpedo room with batteries. Finishing the engine room for the Type II. Then do a IX and XXI interior.

You are obviously a great modeler. Put your efforts to good use. Just my 2 cents.
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Old 04-08-14, 12:19 AM   #8
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A Type IX Interior is already in working.
I think that it is released in the next few months.
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Old 04-08-14, 12:49 AM   #9
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Quote:
Originally Posted by padi View Post
A Type IX Interior is already in working.
I think that it is released in the next few months.
Who? Where?
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Old 04-08-14, 12:53 AM   #10
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http://www.marinesims.de/wbb2/thread.php?threadid=14447

But it is in german. It is build from "Wurmonkel.
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Old 04-08-14, 04:11 AM   #11
jhapprich
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question concerning your model

jochem,
how did you model the limber holes in tha hull plating? i cannot see any connected triangles. could you descrtibe the technique? is it a boolean operation?
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Old 04-08-14, 02:00 PM   #12
Jochem
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Thank you all for your support and your interest



Quote:
Originally Posted by jhapprich View Post
jochem,
how did you model the limber holes in tha hull plating? i cannot see any connected triangles. could you descrtibe the technique? is it a boolean operation?
Good question and good observation, Jhapprich. Firstly, to respond at your question, you have to know that I'm working with 3dsmax in one of its last version (edition 2014). So, if you know the software, you have the function to display or hide the edges. You have many functions like this that permit to you to work in confortable viewing. So, yes, it is well the bolean operation that helped me to modelize the limber holes.

I'm going to show you the evolution of the modelisation with some screenshots if you are interesting for.

Very first footage; study of the model; observation, analysis, measuring...


Separation of the different parts.


Preparation of the object in order to see more clearly the general aspect of the modeling already done.






Mesh cleaned and ready to be optimized.



Mirror of the hull.


Study of the uvws maps then weld, stretch and optimisation of the seams. All this aspect in the respect of the texel postion, of course.


Edges visible this time Nice to "turn" some of them in the right way...


Be sure to keep as straight and as perpendicular as possible mesh. This allows for rendering, accurate and efficient.




to following...
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Old 04-08-14, 02:14 PM   #13
Jochem
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Welding, stretching, turning edges, scaling, etc...



checker black and white to optimize the stretching in the respect of the position of the texel.



...and the final result...but the work is far from over ...







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Old 04-09-14, 03:52 AM   #14
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Thank you very much for the input. I am still learning 3dsmax, all my models were done the oldschool way with milkshape all-by-hand and i used Max for AO-Mapping only. means i also assigned the nodes of any holes manually, as there has only recently been an update for milkshape allowing boolean ops, which i have lateley been using on my Whiskey-Class refit. thanks again and alot for the effort! best regards jh
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Old 04-09-14, 06:08 AM   #15
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Beautiful U-Boat! But in the future you should better model boats that are really missing from the game, for example Typ VIIA or Type X.
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