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I've been working for over a week now on a 3D model of a botter. A traditional flat bottom Dutch fishing ships that sailed the former dutch "South Sea" almost 200 years. I'll share what I have now, my references and behind the scenes. Be sure to ask questions about this, the ship, the process, the workflow, the plans etc!!


Here below are some renders of the state of the ship now. Below I explain what is done and what needs still to be done.



Currently most of the ship hull is finished in terms of shape. Most of the rigging is set, but not fully dynamic (to easily modify and change the trim) the textures are temporary, and will have more detail (nails/dirt/damage) later on. Currently I'm working on the sails and get them properly shaped and rigged. Here is a preview of that:


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1 hour ago, herask said:

I thought that were reference photos

I was fooled too.  What incredible work.


I am looking forward to seeing more.  In particular, I would like to see the method for developing the hull shape from the plans.


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1 hour ago, hjx said:

Excellent rendering and quite professional map making. If you use normal map, you can solve the problem of “low-polygon” model, especially at the ship side. 

Add a little bump map and specular map appropriately to show the metal texture of the anchor, which will be more perfect.:champagne:


Thanks! and thanks for the thinking

Normal maps are no magic bullet though, and they can't "solve" polygon silhouettes. They can only fix the head on appearance of curves but their effect fails when looked at from an angle.

I didn't any proper detail passes yet on material and textures. any color you see now is temporary just to show something nice.

I'll share a clay model and wireframe later.

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I have over 11 years of experience with 3D modeling, and believe me, I know exactly what I'm doing, thank you. Of course, I stand open for constructive feedback. I don't understand why you call my work professional, but then proceed to lecture me on a very basic subject like I'm just starting out. You're not wrong, but what your suggesting will not help in this case:


This model has either smooth curves or sharp edges, and is not an organic model with complex detailed shapes. I use smoothing groups for the gentle curves, to achieve the smoothest result and weighted normals for the corners to give them a bevel, which helps with realism. These methods already gives you the best possible shading with the polygons possible for a hard surface model. Adding/baking a normal map will not add any value here. And so the normal maps are used for small detail like wood grain and (yet to be) painted details like nails and scratches.


E.g. a simple low poly cylinder with smoothing groups and weighted normals will already look as round as possible.

Edited by Mr.TheRich

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I was fooled by these renders as well, thought they were photos! Incredible!

But what was a hint is the same look & feel for side grain and end grain. Frames will definitely look different comparing to deck planks.


Any plans to build this beauty in wood? 

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