KiwiColdbeer

My Little 3D Project

  • You need to play a total of 1 battles to post in this section.

14 posts in this topic

Hey Guys.

Am attempting to delve into 3D modeling, and as I am quite a fan of ships, have been working on creating HMS Naiad, a Dido class light cruiser.

Below is my progress after about 3 weeks(which is probably 50-60 hours total time...am not at it constantly).

Cruiser_Project_zps5pxhksf3.png?14938977

Turrets_added_zpsbvqwgxvp.png

I will try to update pics as I progress.

 

Feel free to pick holes in it(but not about the pink turrets...they are only that colour for reference purposes) if you have experience with 3D modeling, or if you may have any tips.

(One can live in hope, but I doubt the WG modeling guys frequent the forums much)

Am using 3DS max 2016.

 

Cheers

KiwiColdbeer


5

Share this post


Link to post
Share on other sites

Very Nice! 


0

Share this post


Link to post
Share on other sites

How did you manage to get solid shapes in AutoCAD? I have never figured out how to do that.

It's not AutoCAD, it's 3ds Max

0

Share this post


Link to post
Share on other sites

It looks like it is starting to shape up! It will look great if you get to render it properly, or even just throw it into a 3rd party at hoc render program like Lumion.


0

Share this post


Link to post
Share on other sites

Posted (edited) · Report post

 

That looks pretty good. 

 

The one comment I would have is the top front of the hull looks a little weird, but since I'm not familiar with the Dido plans I can't tell if that's the model or the actual ship. 

 

How did you go about doing the hull, btw? I need a simple tut or workflow. I'd love to start working on ships, so much fiddly little detail. :)

 

I used to do a fair bit of modelling, but not for game purposes. Here's a few of my own WIPs:

PzIIIg-12.jpg

 

StuGIIIB-14.jpg

Edited by DingBat

1

Share this post


Link to post
Share on other sites

Elbing-class anyone?


0

Share this post


Link to post
Share on other sites

So far your model looks good! No matter what's being modeled, if you want it to be good and detailed it takes a lot of time.

 

As others have said, I'd love to see your workflow on this as I would love to model ships, but I'm unsure of how to go about getting everything setup reference picture wise. I'm used to Blender if anyone is curious.


0

Share this post


Link to post
Share on other sites

Posted (edited) · Report post

Hi Guys, thanks for the comments.

 

As far as workflow goes......well it has been a bit messy and disjointed, but this is basically how I went about it.

 

I don't have any actual plans, so it was about finding as many images of the ship as I could to refer to.

I managed to find a image that had both a profile and top down view, and these formed the base for the actual modeling. Setting up the images was fairly easy. I created 2 simple planes, each set to the size of the image I was using. Applied a standard material, and added the image to it. Images came out a bit blurry for some reason...have yet to figure out why. These I then set to 0,0,0 and set the profile image to 90 degree's of the top view, so they ended up looking like this....

plans_zpstftxhpm2.png

Unfortunately, the images were not an exact match, so had to do a bit of "fiddling" with scale to get them as close as I could, but they are still not exact, so most of the superstructure is not 100% accurate....but is the best I could do with what I had.

Hull started as a box, and was manipulated to the desired shape. As there was a lot of individual vertex moving required(esp around the aft), I ended up cutting the whole thing in half, and then mirroring it over when I was finally satisfied. The actual cross section shape is a bit of a guess, as I could find no actual images of this. Just referred to other images I found of the ship until it "looked" right.

Biggest mistake I made was giving the initial box far to many sections to try and get the shape. Ended up removing a metric crapton of edges and then bridging to drop the poly count.

Overall there has been a heap of "build, delete, rebuild" involved......but hopefully this will reduce as my skills get better(though the turrets are the first attempt....so improving already...:)).

Edited by KiwiColdbeer

0

Share this post


Link to post
Share on other sites

Overall there has been a heap of "build, delete, rebuild" involved

 

As a fellow 3d modeler who's still somewhat new, this is all it ever is when modeling something. Then, usually after you're done modeling, you realize that you could've done so many things easier to streamline the whole process. The only word of advice I can give is don't get stressed about it and take a break when needed so you don't get burned out on working on it. I'm excited to see how this turns out!

0

Share this post


Link to post
Share on other sites

 

As a fellow 3d modeler who's still somewhat new, this is all it ever is when modeling something. Then, usually after you're done modeling, you realize that you could've done so many things easier to streamline the whole process. The only word of advice I can give is don't get stressed about it and take a break when needed so you don't get burned out on working on it. I'm excited to see how this turns out!

 

Oh no worries there mate.....even my biggest stuff up's are not getting me stressed......costing me sleep thinking about how to overcome them...yes....:amazed:

 

And how is Blender these days? Used it a few years ago once and would look at going back to it, as I am only using 3ds on a student licence, so "no sale" if I actually create something good.


0

Share this post


Link to post
Share on other sites

Added the detail to the funnels, and added the HACS towers and engine room vents.

 

Set the viewport to clay as suggested.....does seem to show the details a bit better.

Latest_6-5-17_zpsfggdgpoc.png

Looking like she want's to be in game already...hehe.

And on a side note, you will be able to check how good my turrets are when the RN BB's hit....seemingly the KGV ran the same ones as secondaries.

 


0

Share this post


Link to post
Share on other sites

It looks like the bow and underside have some render errors (twisted/bent polygons), causing those inconsistently shaded areas. Should be able to remedy that pretty easily by increasing the polycount in those areas to reduce the bends/twists in the polys, probably easiest to do with either vertex connect (turning the squares into triangles and working from there) or edge chamfer (pretty sure this'll work too, by simply increasing the number edges, which should reduce the severity of the errors). The funnels could probably lose some vertical edges (particularly toward the taper at the back.), and maybe add a horizontal ring or two, just to shrink the length of those long polys (don't need to do this, but whatever.). Could probably also do with some renders from other perspectives (from the rear perhaps?). Other than the "issues" I listed, it looks pretty good from what I can see ;). Should probably take my criticism with a grain of salt though, as it's been four or five years since I've done much 3d modeling.


0

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.