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T1ckL35

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Posts posted by T1ckL35

  1. Thanks :)

    This stalled as the game kept being updated and I kept losing progress.

    A simplified version has now been made to be able to 3d print it at around 1:700 scale. You can just about make it out in the group photos on three other ships (swan-class, enterprise-class and Arethuse/HMS Undaunted) that I've made available on thingiverse:
    https://www.thingiverse.com/T1ckL35/designs

    I've also got the southampton-class, arrogant-class and HMS Arethuse/Undaunted in the photos as 3d prints.

  2. Back onto this - until the rigging gets too much (again)

    Some more updates including royals. I've also got the studding sails and their setup in place but not in these pics. Note, I'm only going on online rigging reference material and a couple of books and they all seem to differ in one way or another. I've hidden the shrouds/ratlines for now as they are still only blocked in.

    Standard rigging so far without blocks etc..

    barfleur_28.png

    Royals added on top

    barfleur_29.png

    Additional rigging at the bow

    barfleur_30.png

    • Like 7
  3. Yes, I agree with you with the frustration side! :)

    I'm using 'Rigging Period Ship Models' as there were a number of good pictures already online and it seemed to do a good job of letting you figure different areas out. I've just been recommended the 'Young officers sheet anchor' book and that looks like it will be very good and fill in a lot more detail from a practical viewpoint.

    It's all still experimental at the minute though, playing with paths/curves etc.. in blender so we will have to see if it comes off or not

     

     

  4. Here's a question for the devs/ 3d modellers.
    I'm still looking into rigging the ship in an efficient way but was wondering how it was done for the in game ships - most notably the victory as it wouldn't be vastly different from the barfleur.

    If a game dev has any hints or tips such as how they have rigged the current ships or whether to just ignore the rigging then it would be a great help :)

    Getting a copy of the victory rigging to apply to this would be ideal but extremely unlikely (you've got to ask) ;)

  5. cheers for the critique Malachi - much appreciated :)

    Yes, I've still not quite mastered the stern edge loops so will have a look at that and try and improve it

    The original shell was using just theplan lines and then I redrew them as paths and thickened them out to what I thought was roughly the right amount. Not knowing however I then tucked the lowest points back up into the keel when modelling as I *thought* this was how it should be - turns out to not be the case but I'm glad you've corrected me. I will however revisit the thickness as I may have made it too thin. Thanks for the heads up :)

     

    • Like 1
  6. Another update, adding some more geometry to the upper stern area, added stern gunports, added supports on the chainplates/platforms, added basic geometry for the rudder pintle/gudgeons, possibly a couple of other minor tweaks and finally experimented exporting directly from blender to see if the basic materials show (which they do) :)

    Seems like the export has lost some sharp edges but I'm sure that can be sorted in the model somehow

    https://skfb.ly/69xqP

    • Like 2
  7. cheers guys :)

    good spot @BungeeLemming missed that completely

    so more detail/geometry around the galleries? Ok, sounds good.
    I'm going to have a go at some of the stern decoration at some point - does the game use displacement/normal maps over low res geometry for such areas or is it just best to model to an acceptable level? (trying to remember doing such stuff a long time ago!)

    Just working on the upper railings around the middle of the ship and the belfrey area. Will post an update when there's enough to view

     

  8. Still working on the stern - not too much to show at the minute.

    Here's a question to modellers - how do you do the actual windows? Do you model the frame around each window pane or do you use a texture to mimic the windows being see through and then use texture to make the white frame area?

     

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