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T1ckL35

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Posts posted by T1ckL35

  1. Howdy,

    I'd got a bit disgruntled with the game and distracted with Hearts of Iron 4 earlier in the year as well as spending a bit more time offline.

    Funny you should post because I've just started playing Naval Action again and am just ramping up to start continuing with this model.

    So I may well kick up Blender tonight and start trying to remember how to use it ;)

    • Like 1
  2. Another hull test. This time showing the steps and hatches across most of the decks as well as starting on partition walls etc..

    The wheel is just a slightly modified one from the last model and is way too high res. I'll sort that at some point

    https://skfb.ly/67Qy8

    Edit: reduced the wheel polycount quite a lot now

    Edit2: I've now uploaded a version with the hawse holes tidied up (in the hull) and also showing the bow parts and the current basic stern :)

    Edit3: Added a bit more detail

    • Like 1
  3. Thanks @BungeeLemming:)

    I think I got a bit lax after having all the plans done for me with the Southampton model but you've got me back on track. I'd spent a fair bit of time redrawing all the cross sections as individual parts for this model but neglected the rest of the hull

    I've had a look at your models and understand now - finish the inner hull just below the lowest visible deck and only draw the top surface of the lowest visible deck too :)

     

    • Like 1
  4. A bit of hull fixing progress.

    @BungeeLemming - I've used your edge flow image as a basis and corrected the lines under the water line. The main issue as you pointed out was from about the front 3rd to the rear 3rd of the ship where the lines unnaturally sat too high. The lines either side of this were very similar to what was already there.
    I've also added the horizontal lines back through the gunports to keep the flow as you suggested. I've tested re-filling and re-boolean cutting some of the gunports themselves but they still appear to have the rendering issue (as can be seen) where they don't appear to be smoothing properly or leave kink like lines. Still not knowing Blender too well I'm not sure whether the normals need recalculating or whether it just needs extra geometry to solve that. Any help is appreciated :)

    https://skfb.ly/67BGC

    I'll carry on fixing it up to get it in better shape

  5. All extremely good criticism BungeeLemming and it'll help me learn how to improve on the making :)

    I'll start going over it and trying to correct the problems (and I knew there were many). I think I was trying to keep everything in one single piece and use as little geometry as possible - obviously in this case it doesnt work and causes more problems than what it is worth

  6. @BungeeLemming - here you go :)

    https://skfb.ly/678TC

    Ignore the lack of edges/normals and the fact there are slight wobbles in edges of the top of the hull as these are going to be addressed. Quite a bit to clean up at the minute!

    Edit: Looking at it more closely it seems to have mashed up quite a few areas and added extra tris in lots of places. Might be how it was exported or that I haven't gone over the core hull with a checker for ngons, bad geometry etc.. yet. Looks like as it was a mirrored hull it has screwed up all the join locations down the centre line

    You'll also notice the middle horizontal line that seems to come up around the middle - I did this to average out the hull line with the cross sections. If I'd have left it in the flowing position then it wouldn't quite be right without adding another line through it - and I'm already using quite a number of polys so far.

  7. @NielsVisser - cheers :) as bungee says though there are no guarantees of any of these getting into the game. I'd love to be able to get one in but that is in the hands of the game devs (and I'm guessing the limited time they have for such things)

    @BungeeLemming - yep well spotted, the middle line was badly mashed up - I can only think that I went back over the edges to check things and completely missed that line as it is between two cross sections. A big thanks for pointing that out. The horizontal middle one was also off so good spot. The others are all in line, I think the perspective and low resolution jpgs throw it out somewhat. I'll get a version in sketchpad soon so you can have a closer look.
    The front bow line you pointed out is actually an aggregated line - exactly between the front one and the first 'proper' one and helps round off the bow as it wasn't looking smooth enough. It could probably be removed to lower the poly count if it ever made it into the game but it does help at the minute :)

    @Ned Low - yes it would be great if there was demand for kickstarter packs, although programming a load of new ships into the game and balancing them might take far longer than the actual modelling (just a guess mind) :)

  8. Sure SteelSandwich :) The front is pretty tidy but there are a couple of lines at the rear that might need reworking as I found it wasn't quite smooth enough.

    I've only just finished the gunports and there are some lines on the upper row I'm not too keen on at the minute

     

    barfleur-14.jpg

    barfleur-15.jpg

    • Like 2
  9. Bit of a long shot this but does anyone have access to a copy of the book 'Legacy of a Ship Model Examining HMS Princess Royal 1773 By Rob Napier'?

    I have a few lower resolution sample photos from this (as it is a sister ship to the Barfleur) but some areas aren't that clear. If someone had the book and wouldn't mind scanning/photoing some of the pictures then it would help a great deal. If not I'll just have to slowly keep working things out by cross referencing unclear areas with similar ships of the time :)

     

  10. Small update, just blocking in some areas as I see them. Couldnt get the hawse holes to boolean cut through both plates properly so just leaving them exposed for now. I've also added (but left hidden for now) all the crazy number of gunport boolean cubes to cut through the hull at some point...but not just yet :)

     

    barfleur-11.jpg

  11. I say faces when I mean quads - in the ideal world where you never end up with tris and ngons ;)

    Point taken though Bungee - I've only ever had my models in a couple of my own games and I vaguely remember converting the final meshes to tris so it is good to be reminded.

     

     

  12. Cheers Wicked. It's currently about 5600 faces but I've no idea if that is a lot at this stage :)

    edit: actually about 7400 faces - I'd not filled in the inner hull edge which has now been done - along with the hawse hole plates and holes

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