View Full Version : Floating fortress SHIP AHOY!
11-17-2005, 02:48 PM
AAARG me hearties got me sea legs on and decided to model a ship, havnt ever done one before AAAARGH.
the idea was a ship that would look good from air but also look good from FPS or 3rd person aboard the boat.
so im kind of aproaching it as a vehicle, environment cross. at present ot weighs in at 8000 polys, which is probably what it will be when viewed from air, but it will get another layer of detail as you get closer ( doors, hatches, aa guns, railings, netting, and other such nautical whatnots)
i needed some more reference befor i finished the details, so i started on texturing the hull and deck, im happy with the deck, but still need to work on the hull, im going for that dark heavy riveted metal look, i want t to be pretty solid looking.
at the moment i have figured out that i can do the whole ship(detail aswell) as a 1024* texture space, obviously split into 1 1024x512map then lots of smaller ones for tiling.
crits and comments espesially on how to get that look on the metal panels would vbe very appreciated:)
Duke of Holland
11-17-2005, 04:39 PM
Looks great mate. However, I would suggest to make the decktexture smaller. It really looks too wide now.
11-17-2005, 04:56 PM
i was just looking at the image and realised how crap it was, better images next week.
Duke, i know what you mean but.... i also want it to look good from the air, rts type view, so i dont want it to repeat too much as it looks a mess, i cant make it larger its already 512x256, which is an eight of my budget!, but i will mess around with it and see if i can get a happier medium.
Duke of Holland
11-18-2005, 12:00 PM
Hmmmm, keep the decktexture the same size, but make the planking smaller. Try working with a texturesheet that is 256x4096, its great fun....not.
But for what RTS-game is it?
11-24-2005, 12:12 PM
loads of pics for you think im finished, but if you can see anything fixable will do.
weighs in at 27000 tris, at highest level of detail, simple LODs ie removable details, bring it down to 10,000 and 3000 respectively.
its got many textures, together they use 1024* space for both bump/spec map and colour map.
11-24-2005, 12:14 PM
heres some closer shots
11-24-2005, 12:15 PM
some even closer ones
11-24-2005, 12:19 PM
and finally BYE
Sorry i forgot to bring the wires to work will do soon,
some C&C would be most welcome please, thinking about submitting the first image in finished 3d gallery, what do you think?
the images looked fine at home but are really dark here, it might be theeze crap monitors at work, anyone else have the proble?
11-24-2005, 02:33 PM
looks nice, though from the title i expected it to be a flying ship, not sure why i thought that. :)
yes, the renders look a little dark on my monitor too.
you must work pretty quick to have knocked that out in just a few days.
1 crit i do have is that the green scum stuff on the side of the boat looks too vibrant.
that's about all i have really.
overall the "good ship bucket" looks really nice. though the metal panelling looks a little bizzare but i guess that is what you were going for. also the portholes are on a "seam" in the panelling which seems like the hardest part to put a hole. (from a manufacturing perspective)
nice work :)
11-24-2005, 03:29 PM
mmm yeah i like flying boats tooo but there a bit to common in 3d so i thought id go floaty.
i know what you mean about the green stuff, too bright, think i might redo alot of the hull texture, as i did that first and hadnt propperly got in the swing of things. its not as crazy as the rest of the panelling.
as you say portholes on seams are not good, but hey, i just designed the ship, got someone else to weld the bugger together he he. might see if i can fix that and a few other mistakes around the place.
yeah i was a bit of a speed demon on this, does it show, well i had a few days off work so got really stuck into it,only spent about a day on the modelling, the texturing was about 4 days.
will get some better renders, and slight update sooon.
11-24-2005, 08:36 PM
The rounded turrets and the cannons in parts (cant find a word for this) feel a little cartoonish, but it fits really well in the design, it looks good, and i guess thats what really matters. ;)
Just a little comment : This tipe of heavy battleship have metal deck, wood deck in military heavy ships is moething really rare. Also, those green lines looks really bright in the ?desaturated? parts, almost radioactive... But, again, looks like it was your intencion on doing it this way.
11-25-2005, 06:44 PM
WOW! that came along quickly! well done, looks real nice. love the mood of it textures are beautifull.
Jobs a good'en ;)
11-29-2005, 03:47 PM
redid the hull texture, think im more happy with it, plus added aome particles for spray.
tha entire night scene comes in at 41,000 polys
and the day scene at 37,000
pretty pleased, will submit first image to Gallery unless someone can point something bleeding obvious out.
thanks for the comments guys.http://i30.photobucket.com/albums/c346/Shepeiro/battleship1.jpg
11-29-2005, 03:48 PM
oh yeah redid the deck texture too.http://i30.photobucket.com/albums/c346/Shepeiro/battleship7.jpg
11-29-2005, 03:51 PM
finnally some close ups.
unfortunatly , i had some real cool realtime shots but i forgot to bring them to internet cafe, man i need to get internet at home.
12-02-2005, 03:39 PM
no crits oh well
heres the realtime shot from max
the scene is actually 41,000 tris, maxes poly counter doesnt seem to count particles
12-02-2005, 04:04 PM
WOW nicely done SHEPEIRO, the only thing i can crit you on, and this is me nit picking, would be the botom of the ship, the part thats in the water, looks aliltte too clean, maybe dirty it up abit, barnacles would have been nice, but thats the only thing i can give you a crit on besides that it looks spot on to me keep it up :)
12-03-2005, 12:19 AM
Its coming along really nice... Lets see how you manage to do those smoke and explosion effects...
Maybe adding some distant planes in the sky and also distant ships on the Sea to make a really big war scene ?
12-16-2005, 12:42 PM
Kinda missed this one, SHEPEIRO. Looks great! I love the explosion effects. Nice texturing job too. :)
12-16-2005, 03:42 PM
:thumbsup: GOOD, sorry for nothing I cant say...
12-16-2005, 04:36 PM
Very nice job on everything man m0del looks awsome and so do the textures :D
Only thin I can see that bothers me is the window texture, just seems to plain, I am not sure how to fix it. But it just needs something more...
12-17-2005, 03:17 AM
hey that is looking really good dude!
one thing that catches my eye right off is the number of rivits - or should i say - how close the rivits are to each other.
maybe try spacing them out a bit?
just a suggestion, but otherwise it's looking really good.
12-17-2005, 02:00 PM
Nice work! lovely texturing and nice lighting
like the explosions were they done in 3d or 2d program? very good work.
:) looking great
12-20-2005, 01:56 PM
wow i thought this one was dead, cheers for the comments have relagated this to the out pile for now, but will try and make a few fixes at some point in the future
12-20-2005, 05:28 PM
Hi! I like the FF7-feel you got here :). There only thing i would think of as a little bit wierd is the illusion of scale. You got massive rivets and very large details which makes the ship look like a toy boat. If its by design its ok but if you want the "massive" feeling you should probable scale it down a bit. And maybe if you aim for an enviroment, use repeating textures as well to make it look better in fps or 3rd person views.
12-21-2005, 02:00 PM
cronium, ueah i had problems with the rivets, basically they a re a s small as i could get with the texture size i used, and i did split my texture space up to do tiling, i think they are about as effeicient as they could be.
space/repetition of pattern.
i know what you mean, but i think it works, neither design, nor technical consideration really, somewhere inbetween.
12-21-2005, 07:49 PM
I think the rivet size works, actually. I've noticed that as far as typical "game art" is concerned, sometimes you have to hyper exagherate scale with things like that to express the design. Games like MAXIMO and DRAGON QUEST do this a lot. Like, you'll see a things like doorknobs and keys twice or even three times the size of actual scale because otherwise it'll just appear onscreen as a pixel blob. I suppose it's a balance between realism and expressive artistic design choices.
12-21-2005, 07:49 PM
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