Jump to content


  • Content count

  • Joined

  • Last visited

1 Follower

Profile Information

  • Location
    Zagreb, Croatia

Profile Fields

  • Full NRG Member?
    MSW Member

Recent Profile Visitors

953 profile views
  1. Hello from Croatia

    hey man, nice to see another fellow countryman around here! good luck with the Endeavour.
  2. hi, Zach. yep, blender has digital sculpting feature included. I followed a tutorial on modeling a horse and just added wings in the end :-) don't worry, I don't know how to sculpt digitally either. currently having the time of my life with stern carvings... not! the only advice I can give you is try it and then some more again after you smashed your keyboard in frustration. patience and practice I'm afraid... ;-)
  3. thank you Michael. really glad you like this work, considering it's not a real thing. it does take some effort to do 3d modeling but I don't think it can compare to the real magic you guys do around here. I can look at Amalio's Montanes, for example, and admire his joinery all day long. this is not false modesty when I say my 3D joints aren't as clean as his are. about my next build, I plan on finishing Pandora first, then I'll have to choose from Naiad, Bonhomme Richard, Le Fleuron, French 74-gun ship (strong contender) and (coming late to Idea Party) Bismarck, Yamato or Type XXI U-Boat from AoTS series. I guess I'm covered for years to come, haha! oh boy, there really is no hope for me...
  4. I just couldn't resist. does this mean I'm officially hooked on ship building?
  5. just a small reminder we're still alive and kicking. rigging phase draws ever nearer...:-))
  6. Fusion 360

    my 2 cents: I have used bezier curves extensively during my stint with the program a couple of years back. what I hated a lot, there was no way to push and pull handles on control points separately - i.e. in Fusion if you pull on one handle, the opposite one extends equally. you could break handles and move them separately but that would create a break in the curve and hard corners. for example, Blender has excellent curves support, you can do virtually whatever you like with them. Solidworks also allows for independent handle control (extending) without breaking the curve. having the ability to change curvature by pulling handle only on one side of the control point is a great feature which wasn't present at the time back then. that was my major frustration source with the software. other than that, it handles 3d curves well, I can't remember about auto save feature, but the save file stays in the cloud linked to your account, so you can continue to work on another device. lofting along the curve between various profiles was also doing a great job, with or without guide curves. I remember I liked the feature more than in Solidworks. one more annoying thing was, the software would update very frequently and it would become very sluggish while doing it. my rig: Intel Core i7 4770K, GPU GTX770 2GB Ram, 24GB sysetm RAM was handling it pretty well. it did stutter a bit if I had more than 50 curve points, and was lofting the whole curve in one go. breaking the loft process in more pieces helped... cheers!!
  7. well, the first thing that comes to mind is that CNC machine should be perfectly calibrated to physical model, and 3d model used for guiding CNC cutter should be perfect representation of the physical model (or vise versa). otherwise CNC cutter could shave off too much on one side, and too little or not at all on the other side, for instance. other than that, if done properly, this could be really useful and time saving method...
  8. Pete, that's the intention, yes! will it make a hole in space-time continuum and melt my computer... probably! on a serious note, I think the rigging and sailcloth won't add much to polycount, no more than all of the deck planking. it's how I'm going to do it what scares the hell out me...
  9. yep, in 3 places! Joe, I'm modeling on Intel Core i7 4770k CPU, NVIDIA GTX770 2GB VRAM GPU, 24GB RAM. it's enough for modeling without a hitch but the GPU is starting to struggle with rendering.
  10. Pete, thank you for your kind words! indeed, before I started this endeavour I knew almost nothing about how these beauties were built, nor about their inner workings and all the nuances of their construction. so yeah, I'm really enjoying modeling one from scratch (bad pun, I know) and watching it grow. now that the ship's shape really shows, I guess I'm a little sad I won't be able to pick it up and hold it in my hands. that's one of the things I envy you real ship modelers. those ships were beautiful!! then again, here's the next best thing... I just looove fooling around with compositing renders onto photos as accurately as possible. done right and your neighbour will run out to take a photo by the Batmobile "parked" in front of our apartment building. yeah, I almost got my lights knocked out....
  11. thank you, Greg! it's far from perfect but I'm trying... ;-) and thank you all for the likes and comments!
  12. I talked with Greg and David about an idea I have. I would like to make a program where you would be able to walk around the ship, like in a video game. and I would also like to add a feature where you'd be able to select a single part and rotate and view it from all the angles. but that is a lot of work for a single person and might take a while. also, it would largely depend on how heavy the model will be once it's finished, even optimized. might be unusable in the end, at least on lower end computers :-)) but if I'm able to pull that off, it would be a great visualization tool for model builders. no promises but I'll definitely give that a go when I'm done with modeling...
  13. thank you all! much appreciated. I hope you'll like the rest of the renders once they're done. I'm tying to include all the views and angles that might be interesting for model builders, or otherwise impossible to see on a scale model... Pete, would you believe the materials are a very simple affair? just a color and grain (bumps) textures. I could go nuts with the details, like smudges, leaks, stains, chips, cuts, wear and tear, even wet fingerprints, but that would bring my (or any) computer down to its knees, so generic materials only. glad you like them...
  14. thank you Albert! currently I'm working on a 3D model of HMS Pegasus for Greg and David, so Pandora's on hold until I finish that first. take a look there as well. ;-)

About us

Modelshipworld - Advancing Ship Modeling through Research

SSL Secured

Your security is important for us so this Website is SSL-Secured

NRG Mailing Address

Nautical Research Guild
237 South Lincoln Street
Westmont IL, 60559-1917

About the NRG

If you enjoy building ship models that are historically accurate as well as beautiful, then The Nautical Research Guild (NRG) is just right for you.

The Guild is a non-profit educational organization whose mission is to provide support to our members in their efforts to raise the quality of their model shipcraft.

The Nautical Research Guild puts on ship modeling seminars, yearly conferences, and juried competitions. We publish books on ship modeling techniques as well as our world-renowned quarterly magazine, The Nautical Research Journal, whose pages are full of articles by master ship modelers who show you how they build those exquisite details on their models, and by maritime historians who show you what details to build.

Our Emblem

Modelshipworld - Advancing Ship Modeling through Research