View Full Version : WIP: boatbuilding...
Getting a fair hull has always been a huge problem for me... so SubDivs is kinda nice... (now that I'm finally using them...)
So I'm doing something I did several times in Rhino never to my liking... building a Sailboat. What I'll probably do is build all the deck fittings in Rhino, but the hull and deck ended up being got out of Cinema.
So I have one little issue on the front of the deck, where I'm strugling with trying to get some ripples out... but other than that the hull and deck is pretty much done.
http://www.posergallery.com/wip/20020627-Grey4295.jpg
http://www.posergallery.com/wip/20020627-Grey43010.jpg
http://www.posergallery.com/wip/20020627-Grey43042.jpg
|
|
Apart of them wrinkles a very good and clean start! :thumbsup:
Is there a ref boat?
actually, no.
This is one of the very few types of models I do just eyeballing it... :D
I did look at a couple of sites that had boat drawings but that was mainly to get a sense of the cockpit size for a Yawl rig (two masted, similar to a ketch).
oh, one other thing I wanted to mention:
there has GOT to be a better way to get surfaces to do what you want them to do, especially around corners.
I had one heck of a time building the Deck for this boat, largely because I couldn't get the subsivs to act nice on the corners, and Cinema has drilled into me "no triangles, no triangles, no triangles..."
So got a question for all y'all :D
When you have a flat surface that has one or two polygons, and you need to extrude a square extrusion that has good corners, that doesn't end up looking like a hump, how do you go about that? (If I showed the wireframe on the deck, you'd see how messy it is...)
I like it :)
I hardly ever sud divide my models I use hyper nurbs almost exclusively.First thing I do is make the general shape by using the knife tool and cutting all the way through the object,then using all the veiw windows I move groups of points around to get a basic shape,then the magnet tool for cleaning up and further shaping areas.
For the clean extrusion I would if possible weld a line of points together until you get a clean area.Then if you need to you can cut the line back in and move it a bit if need be.
Let me have a play and I will see if I build a top for the boat with a clean mesh :)
Stu.
This is quick and nasty but its pretty much how I model usually :) ,dont know if it will be any help or not though.
Stu.
it is not easy to remain low poly but getting no strange ripples.
the polygons should not be too long, especially on stiny details. avoiding 3angles is very good. please post a un-hyper-nurbed poly-cage in flat shading mode (top and side view without bf-culling) and i'll have a look.
http://www.posergallery.com/wip/20020627-Grey152910.jpg
Thanks for looking at this Sad! Any advice you can offer would be appreciated.
BTW, on the front of the superstructure (the part that protrudes above the deck) I added an inner extrude this morning. Other than that it's exactly the same.
here are my suggestions. too long polygons with very sharp peaks can cause wrinkles in hypernurbs.
too low polycount can be disturbing.
have you thought of purchasing 'supernurbs' for 9$/euro? mediabunker (http://www.mediabunker.com) it is very affordable and extends hypernurbs-control to the max.
http://home.arcor.de/sadbatu/cgtalk/grey-polycage.jpg
actually, I have considered it, and I think someonem showed me another plugin that I want from them. Soon as I can I will be making purchases. But I'm still running on XL6.3 so a lot is unavailable to me.
Even so, this looks excellent! Thank you. Also I noted something that when I go to make the sails, that effect will come in handy to get the corners to ripple :D
EDIT:
just looked at SuperNURBS again and I see exactly what you mean!!!
And sure enough, I can use it in 6.3!! Thank you again!
Kiwi, the issue's you ran into on your example were the same ones I was strugling with.
Mainly that I have to find a wayh to have a thin polygon runing down every corner, and sometimes it was very difficult to fit them in.
For instance, if I wanted to make the cockpit, I'd use a set of polygons and do an inner extrude to get a good edge. Then a standard extrude to go deep.
the problem with this method is that the cockpit had corners on the upper edge, where the deck dips into the cockpit, but it looks like a round hole with well defined edges. It needed to be a square hole.
Going to subdivide would involve a huge amount of planning if I didn't want to subdive the whole surface I was working on... So, I'll probably get SuperNURBS :D
One thing I'm currently deciding on is what to use Rhino NURBS ofr and what to use SubDiv for... The boat hull is so OBVIOUSLY SubDiv territory. But the deck may be better to use NURBS simply because it's so full of pits and valleys with well defined flat surfaces...
i'd really love to play around with the polycage. can you mail it to me? i'll mail it back tonight. here it is 11.09 pm.
what's your addy?
I just fixed it up, BTW based on what you told me...
email (mailto:dgm_ev@gmx.de) just remove the http;//
did my explanaition help to improove the polycage?
yes! it was extremely helpful.
I'm zipping up the file now, you should have it shortly.
Grey I wanted to keep the mesh low poly so I could attach it :) When I get long misbehaving plys I just cut straight through and then do clean up on any tris created.For the extrude problem supernurbs is just brillaint,you just apply a vertex map of 0 subdivision to the polys in question on a super nurbed or sub divided mesh.
When you said sub divided I thought you meant you had subdivided the mesh without using a hyper nurbs :D
Glad you got it sorted :)
Stu.
you've still been a huge help :D
after playing around i have come to a quite good result. here it is for the interested cgtalkers. it was very difficult to avoid the 3angles and it is not easy to keep the polycount low. too low is not ideal either. :wavey:
http://home.arcor.de/sadbatu/cgtalk/new-polycage.jpg
still, it's under 100k... that's pretty amazing in and of itself.
Thanks for your help Sad.
Hopefully I'll be able to make something worth rendering with it. :D
Okay, so I'm now adding deck fittings and I'm beginning to think that I did this backwards: that I should have rigged it with masts, deck fittings, lines etc before I went to cut out the cockpit as the cockpit, it looks like, will have to be moved forward to accomodate the mizzen Mast (poor planning on my part.
Anyway, here's where I'm at now.
I really like the shape.....veeeeeeeeeery streamlined :thumbsup:
Stu.
hehehe... my daddy said I'd never make it as a Naval Architect :D
I'll show HIM!
Playing around with flat mapping to get this thing looking... less bad :D
Well... I thinkthis project is finally graduating to the WIP board... not that it wasn't a WIP, just that It wasn't good enough to show in the general board till now... and perhaps still isn't...
But anyway... :D
http://www.cgtalk.com/showthread.php?s=&threadid=12334
Less bad?......it looks fine :) ...come on how about some enthusiasm :D
My Father told me I would never be a mechanic......screw being a mechanic I would much rather be an artist any day :D
Stu.
try to use another sky-object-color, black reflections make it difficult to figure out the progress. the reflectance and mirroring effect need adjustment.
i think you need better and closer detail fotographs.
did you change something? let us see another wip...:bounce:
keep modelling, it looks so promising!:thumbsup:
Sad, actually I posted the updates on the General WIP board :D
CGTalk Moderation
01-13-2006, 09:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.