The French 74 Gun Ship


#1

Let me show you my new personal project - the french 74 gun ship(1780)
I’m going to make a highly detailed model of a sailing ship and same characters

so the first model - longboat

don’t forget to follow my another Thread - http://forums.cgsociety.org/showthread.php?p=7755880#post7755880


#2

Looks like your off to a good start with the long boat. How much detail do you hope to put into this?

Are you going for something like this?

http://www.shipmodels.com.ua/eng/models/elite/74_gun_ship/

There’s also a 4 volume book set that Jean Boudriot wrote that covers every plank and rope on this type of French ship. I’m not sure where you could pick up a physical copy, but I’ve seen images from them posted online.

What 3D program are you using?


#3

these four books are my main reference. I want to make the greatest level of detail, but at the same time try to optimize the geometry.
in this model is about 50 000 polygons
I’m using 3ds max, zbrash, uv layout, xnormal, mari in that project.
for all geometry I bake normal map from highpoly


don’t forget to follow my another Thread - http://forums.cgsociety.org/showthr…880#post7755880


#4

Is this going to be for a realtime engine?


#5

I did not think about that, only about reel, but maybe.


don’t forget to follow my another Thread - http://forums.cgsociety.org/showthr…880#post7755880


#6

It does help to determine how much detail your going to put into a model like this. Just the rigging alone can take ages to get right if you want to model all the ropes.


#7


don’t forget to follow my another Thread - http://forums.cgsociety.org/showthr…880#post7755880


#8




#9

WIP zBrush printscreen
Weapon for French Admiral. Without handguard yet.



#10

[left]After retopology, UVmapping, displace, normal map, baking. Geometry partly hidden.[/left]
[left]Displ/normal maps test[/left]
[left]Made in cooperation with Anastasia Fileva.[/left]





#11

I dig the details on the hilt. They look very crisp and clean.


#12


Admiral’s face, made by Anastasia Fileva for the project


#13

That is some crazy detailing on the saber. Are reliefs done via displacement? What did you use normal for? The head is also done very well, I like the eyes especially.


#14

AlexSarakapudaff
Firstly I sculpted all in ZBrush, then I made retopology and baked some elements (patterns, leafs, flowers) in displ and normal. Normal map for noises on leather.
Head was started as lowpoly for character, but then it became a little bit more detailed.


don’t forget to follow my another Thread - http://forums.cgsociety.org/showthr…880#post7755880


#15






#16

Very impressed with those crazy details. Can you post a wireframe of it?


#17

The details on the sword is impressive. What software did you use for the texturing?


#18

Thanks for your comments

Bianca-Lee

What software did you use for the texturing?

Normal map baked in XNormal, displ map baked in Mudbox. I haven’t any diff map, only shader setting and mask. Usually I use Mari and Photoshop for texturing.

AlexSarakapudaff ,


#19

Incredible level of detail on the sword, and the character looks fantastic as well.

Superb work on the ship’s boats - have you made a start on the hull of the ship itself yet? I built a British 64 several years back; looks like you’re taking it to another level entirely! Looking forward to seeing this develop.

A couple of parts of the sword’s hilt details seem extremely dense though - are you planning on generating some normal maps from those and using lighter parts instead?


#20

Ah great, thanks for the response. :wink: