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3DShipWright

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Everything posted by 3DShipWright

  1. Setting up the standing rigging and getting a preliminary feel for how the yards will look.
  2. Yes Sir, you got it. I started an armature on the ship a while ago, but presently, it only applies to the gunports. The end goal will be to allow any part of the ship that could move in real life also move in the model... including, but not limited to: The steering gear [the armature will control the rudder/tiller, inverse kinematics will spin the wheel at the helm. Drivers will be used to control shape keys on the curves so that the rudder chain and ropes move accordingly] Windows [slide up and down] Gunport Lids [open and shut independently] Sweep Port Lids [open and shut independently] Belfry [swings around the block] Capstan [rotates on z axis] Doors [open and shut independently] Battery [the cannons will be able to move and fire, though still gotta figure out to what extent is reasonable]
  3. Indeed. And I 100% agree. I actually intend to go so far as to model the clip to which each individual removable partition was secured to the beam above and the raised foot board below. I will screenshot again when finished. Best, -Nate
  4. If it were any other ship, I'd agree, but I'm not sure how that would be physically possible on the Confederacy. All plans I can find show 3 pairs (6) of vertical timbers - technically comprised of the transom, counter, and quarterboard timbers) at the stern. I have all of these already but then there is an additional outboard floating timber that connects to just the quarterboard. My question is - I think there needs to be a frame that essentially sits in the corner of where the tuck meets the lower counter and possibly extends up to the edge of the outboard timber. I just now added the highlighted piece. Can you tell me if this looks correct, and if not, how I can fix it? I know that may be asking a lot, so thanks in advance.
  5. Indeed. I have modelled cant frames on the aft, it was just a bit hard to see on the last screenshot. All frames behind the dashed line are cant frames.
  6. I'd also like to correct the framing at the stern. I've deliberately held off on the wing transom until I fix the highlighted portion, but I'm at a loss on what the missing piece looks like... If anyone can help, I'd be greatly obliged. Thx!
  7. A few, seemingly random updates, but here we go: 1. Working on the partitions on the gun deck. I have all but the doors modelled, I'm now working on the faux gilding (yellow paint), at which point I'll do the great cabin (gunna be a lot of work) 2. An exploded view of the keel, which now has the vertical scarfs modelled, including the coak and table joints. I've also added the trennels on the outsides, but I'll still need to do the staples that connect the keel to the false keel.
  8. So apparently, I'm the guy who models each individual clove hitch on the ratlines... because, you know, the project wasn't tedious enough already.
  9. You should be looking for the 'Distance' field setting. It is found on the cloth object, not the collision object, beneath the 'Cache' settings. Also ensure the self-collision is disabled, or if not, that the distance setting on self-collisions is set to a value less that the object collisions. Best, -Nate
  10. Cool stuff! I especially like the details of the relief carvings on the back. I was also thinking: The lighting trick you used on the cannons (fresnel) could also be used elsewhere to simulate depth. For instance, you could use a two-tone yellow on the reliefs and counter rails, a white diagonal streak on the windows to simulate glare, etc. I can't say for certain it would come out, but just curious if you've tried anything like that? Best, -Nate
  11. Hey Kenny, As yet another Confederacy modeler here at MSW, welcome to the club. I'm excited to follow your progress. In answer to your question about the dip in the false deck, I think the fundamental problem is that Model Shipways either didn't account for, or tried to oversimplify the arc of the gun deck and its relative position to: a. the beakhead platform and/or b. the outer run of the planking Per official admiralty deck plans done by the British after her capture, confederacy's deck structure should look something like this: By arcing the deck more, the transition to the beakhead becomes smoother. It's a logical adaptation for a wooden model that makes construction easier, but it does mean there will be more of a dip in the middle to account for. Anyway, keep the screenshots coming. She's got beautiful lines, and there's a lot you can do with her creatively when the time comes. Best, -Nate
  12. @Martes - So seeing all your in-game captures makes me really impatient for the day I can do battle scenes or renders with multiple ships. There's a whole lot of performance optimization that needs to be done before I can realize that dream, but here's what my PC hardware will currently allow me to get away with (I had to strip out the rigging on Rose, but I hope to be able to add it back in soon).
  13. Haha, well said sir! I 100% agree. Thus far I've really enjoyed working on Confederacy; overall, she's a very pretty ship... but I've said it before and I'll say it again - some of her design choices were quite unique, others were questionable from a practicality standpoint, and a few were flat-out strange.
  14. The image compression on this site is killing me, lol. Here's a down-scaled version of a couple pics that should be less blurry:
  15. Hi @Martes, Both the masts and the grating are correct. 1. with regards to the grating - not all ships had rounded grates. This is especially true of American frigates, as I can't find one ship built in this period that did have rounded grates. I did chamfer the edges in a bit; like i said in my last post, I'm not quite done yet 2. With regards to the openings around the masts, these too are accurate. The standing rigging that belays to the eyebolts at the base of the masts are on the gundeck on Confederacy and others, not the quarterdeck. See image below, and please note: I haven't even started on the gundeck yet, I'm working top-to-bottom going through the quaterdeck, gundeck, berthing, orlop, and finally, the hold. Best, -Nate
  16. Another quick shot of Confederacy. I'm definitely liking the colder mood / lighting - what do you guys think?
  17. So setting aside programs, platforms, or OS for a second, making a true nautical simulation of a sail-powered ship would require a fundamentally different approach within any gaming engine, and here's why. Normally in a game/simulation, the hero character (a vehicle/vessel in this case) is setup to move through the world and actively interact with the environment. In the case of flight simulator, for example, the player controls the throttle, and once airborne can control the drection of travel in three dimensions. The same can be said of driving simulators in two dimensions (plus rise and fall of the terrain). Yes, physics impose rules - you can crash a car or stall an airplane - but it is still the player who is fundamentally in control of the vehicle. In a sailing simulation, the controls would need to be reactionary. you would start with an environmental factor, wind, and a given compass heading between 1 and 360 degrees. Then you would assign a maximum speed that a vessel could reach if all 'critera' are met. The nuances of all these 'criteria' are where this gets unbelievably complicated, and is why I believe that no studio has gotten it right. But lets say we were so inclined to be the first. The simplest scenario would be a single square-sail vessel and a yard that auto trims and a wind at a constant strength/direction. (like a viking longship). The movement logic would be something like: Actual speed = max speed [12 knots] * (1 - (vessel rotation [z-axis] / max crosswind component [wind rotation, z-axis +/- 90 deg])) And that is the simplest relationship I can think of. It all makes my head hurt lol.
  18. Now that's a bit more like it! - New Cannons (no rigging yet) - full transparency, they are not mine, got them from polyhaven.com (no affiliation). The model is not perfect: the carriage tapers the wrong way, the front and back wheels are the same size, and the barrel is oversized so it looks like a 32pdr gun is sitting atop a 6pdr - 9pdr frame. Still, the texturing is so good I'm going to use them anyway and correct what I can. - Jeer bits added on the forecastle - Belfry completed - Pins added to rails and jeer bits I still have some work to do on the quarterdecks, but the next images I share should be more or less the finals, without rigging that is, and barring any mistakes. For anyone who may be interested, my upcoming workflows are: - Place the iron deck rings that support the cannon rigging - Cut sheaves into the foremast jeer bits, the forecastle barricade and the breastrail barricade - Add the mizzen jeer bits, pin rail, and pins - Create the drainage holes on the quarterdeck planking for the pipe scuppers (which will come later) - Finalize the grating on the aft quarter deck (i.e. taper and bevel the footing) - Model the stand upon which the helm rests, including the crossbeams with sheaves for the rigging that connects the drum to the gooseneck pulleys. - Add addl planking inboard of the quarter piece beneath the taff rail. (I believe this part was also double planked, but I don't know for sure) - Place rigging cleats where appropriate. Best, -Nate
  19. Excellent work, as always Martes. Seeing your ships together in the game makes me yearn for a AAA developer to make a game like this using modern techniques and graphics - and, here's the kicker, make it well! I spent a couple hours this morning re-playing AC Black Flag, and it made me cringe at the direction both Naval Action and the upcoming Skull and Bones have taken... But I digress... keep up the good work.
  20. A few updates: 1. Stern Gallery ornamentation updated, added a bit of color, though I tried to use it sparingly to keep an overall 'classic' feel. 2. ship's wheel nearly complete, have to adjust a few angles and heights when I properly place it. 3. Bolsters added / transition of white to black paint corrected (on cutwater) / headrails in the process of being remodeled / beakneck-headrail barracade placed (netting will come later 4. Beakneck Grates started (missing the seats of ease and the angle braces at the tip) 5. Quaterdeck waterways done / Belfry in the process of being redone 6. Midship companionways completed / temporary stove added (Cannons also temporary) 7. Dovetail and horseshoe plates added / Driver boom and gaff imported from Rose (will require adjustments To be continued - smooth sailing t' ye lads (and lasses). -Nate
  21. Hi everyone, So after a bit of a hiatus, I'm returning to Confederacy. The Masts, bowspirt, and gaffs are coming along slowly. All the port lids/hatches are in-place (save their rigging. Much of the work at this point has been focused on clean up and redoing key elements that were only 'placeholders'. I'm about a year away from completion of the ship itself, but I'm setting up basic environment components in the scene now. Here's a teaser image:
  22. Hey everyone, not sure if this question belongs here or under the general research tab, so forgive me if I'm in the wrong place. Anyway, I was wondering if anyone can tell me the name of the beams that support the boats (highlighted in the screenshot)? I'm guessing these had to be removable to load up the hold when in port, but what prevents them from shifting side-to-side? The holsters (name?) at each end don't appear to have a way to 'clamp down' so to speak... Any info would be appreciated. Thanks! -Nate
  23. Thanks And YES!!! Please do get back into it - I was recently looking back at some of your work circa 2013 and gotta say your work (texturing in particular) was well ahead of its time. I'd love to see what you could do with a modern version of blender at your disposal. If interested, I'm also going to be looking for fellow Blender artists to collaborate with in about 6 months to a year from now; perhaps do an epic naval battle scene with several of our ships all together! -Nate
  24. Quick overview shot of current progress in the build.
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