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Everything posted by Martes
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I am absolutely exhausted - this ship ate my mind for almost half a year - to present the completed Christian VII: It wouldn't even be possible without the fortunate high-resolution drawings being available at the Danish archive and a photo of a contemporary model provided by @malachy (and tons, literally tons of other reference materials I scavenged everywhere I could, really), since the stern is hellishly unusually built, but... here she is. It's the most complex model I did for now, and I am very delighted that at around 8k triangles the game can still handle her.
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Coppering color
Martes replied to Martes's topic in Painting, finishing and weathering products and techniques
Huh, it is a little simpler than that. Since I am making 3d models that I want to look relatively natural within a computer game, it's all more or less about a color of a texture, and seeing the photos of Trincomalee in dock I began to doubt what actually it should be. -
Coppering color
Martes replied to Martes's topic in Painting, finishing and weathering products and techniques
Thank you very much for the reply So, if I understand correctly, the bottom of a coppered ship that is (relatively) constantly moving in water would appear brown-red, not green-blue? -
Something that puzzles me with the coppering of ship's bottoms - what actual color would it be and after how much time in water could it acquire this green hue?
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This game offers working - and very time consuming - tacking, and as to damage, I have tweaked that to more or less realistic values (here) and that can be refined even more. Not that there are very much alternatives in the genre. I couldn't, unfortunately, make a new engine all by myself, so the ship collection is as far as I look for the moment, but you never know what can turn up.
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Of course, I am going to release them at some point, but I am not sure when. They changed a lot since I started this (you can check here for the whole saga): The top model is a frigate extracted from the game, the bottom - my first attempt to get something inside, and you can compare it to the Belle Poule wireframe in the post above. 🙂 There are some models that have to be covered before any release, namely at least a three-decker, a corvette and a brig, but then there are ships I just want to have sailing, so those priorities are kind of shifting here. Additionally, I am thinking of a terrain generation tool for coastal scenarios. I verified the possibility of making custom maps - it requires a model of the terrain, separate model of underwater terrain, and collision map - but have yet not found a reliable way to do it more or less automatically. And there is a kind of scenario generator as a set of tables for dice rolls.
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I wanted to show a project I have been working for some time now - since discovering the way to import models to this old, but still very capable game. I aimed to replace all the line of the ship models in the game, starting with frigates (as they were abysmally horrible), and over time I think I have found a certain balance between level of detail and sometimes awkward engine limitations. From the modelling perspective the models themselves are akin to block models (and mostly representative than anything else), showing the outer hull, closed deck with boats in the waist and, deck gun emplacements and some smaller details, all other details and decorations painted on a texture (and it's hard to underestimate the power of a texture 🙂). The game provides a number of rigging sets, so I (with some small exceptions) do not touch those. And here is a small showcase: A 74-gun ship (Colossus class) A French 38-gun frigate The Belle Poule (as 12-pounder and slightly fictional 18-pounder variant - showing the possibilities of using different texture on a same hull for different ship configurations) The 40-gun 24-pounder Liffey-class (modified Endymion) Personally, they give me a unique glimpse seeing them sailing, firing, heeling under the wind, seeing them suddenly alive.
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