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Noordung

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I have to say, I completely endorse this project! What kinds of ships are you looking at?

 

- Oceangoing galleons, caracks?

- Medium-sized traders like the medieval cogs?

- Modest fishermens' boats, river barges?

- Ships of the line, Men-o-war?

- Sloops, clippers, other agile sailors?

- Arabic or other foreign cultured ships like the dhows?

- Sleek 18th/19th century vessels - tallships, arctic exploration, whaling boats?

- Ironclads, steamships?

- Steampunk metal warships?

- Submarines, rusty dark brown steampunk ones?

- Maybe more ancient types, like the galleys and triremes?

- Rafts, maybe with a little tent on top?

 

Regarding your question elsewhere on whether to use DR or a dedicated modelling program to make these: for ships that are large enough to have internal rooms I'd use DR. With modelling software you would need to afterwards build brush walls within the ship for visportalling, which can be tricky especially when the hull is curved and diagonal.

 

For my carack in One Step Too Far I found it much easier to start with blocky brush shapes representing the ship's dimensions, and then put curved patches over and inside them. Visportalling functioned very easily here.

 

Maybe then the best option would be to release them as prefabs with visportals and doors, so that they are immediately ready to use.

Edited by Dragofer
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For start I intend to make simple ships. Later maybe some bigger ships.

Since all ships are mirrored exporting only half of a ship for better visuals and when interior is finished adding whole ship around finished interior?

Also option of making whole ship in blender. Maybe as few models? could that work?

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For start I intend to make simple ships. Later maybe some bigger ships.

Since all ships are mirrored exporting only half of a ship for better visuals and when interior is finished adding whole ship around finished interior?

Also option of making whole ship in blender. Maybe as few models? could that work?

Exporting just half the ships because theyre mirrored is a good idea, but unfortunately it wouldnt work because the two identical halves will not fit together - there needs to be a left and a right half. Unless you have a way to mirror models inside DR?

 

Dividing large ships into smaller models is good because it means lights in different places on the ship wont all interact with the same model.

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No i mean half of a ship just as a tool for creating interior easier, since you mentioned problems with visibility.

Ah, I see - personally I'd prefer to use layers to hide the higher deck(s) when making interiors. I think, though, that such a half ship would make a very unique exhibition piece for a museum mission.

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So you made interior in DR export it in blender, made hull and than exported back in DR?

My ship was made all in DR. I started with simple brush walls and floors, so that the engine knows what the rooms are. Then I made curved patches inside and outside so that it looks like a ship. The rest, like masts and sails, I've made in DR but would also make sense to do in Blender.

 

Smaller ships like your Knarr don't need brush walls because they have no rooms, so they could be produced 100% as Blender models. For larger ships, because of the brush walls, I'd suggest to make at least the hull in DR, and when you're finished, to release the ship as a prefab file.

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Here is next one. Played with normal maps in gimp.

Is 2048x2048 too big textures? and for bigger ships would be 4096x4096 ok?

cog03.png

You can use cog with or without castle. You can mad a little cargo space inside or you can just close it with fake doors.

I also added normal maps for knarr http://shrani.si/f/47/qC/QOn2yZm/knarr01woodnormal.png

http://www.filedropper.com/cog01

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