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Basic considerations before modeling

SuperChango

Common folk
3D Artist
Storm Modeller
Hearts of Oak Donator
Hi mates, simply needin some info before i keep modeling
1 - I've readed somewhere that part of the rigging is not needed, the masts are, the sails and ropes not, if i understood right...
2 - Should i model half the ship and the engine mirrors it, or i have to do it before exporting ?
3 - About polys... is there a recommended max ? my main concern is about the hull... check image !


nuevo_2.jpg

And a progress pic... BTW, i do know i'm like 200 years ahead of schedule with the design... <img src="http://forum.piratesahoy.net//style_emoticons/default/user_comment.gif" border="0" class="linked-image" />

nuevo_1.jpg

Edit: just in case someone wonders... 2936 verts; 3686 faces
 
<!--quoteo(post=333621:date=Jun 28 2009, 02:28 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE (Cap'n_Drow @ Jun 28 2009, 02:28 PM) <a href="index.php?act=findpost&pid=333621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Masts would need to be removed and saved as a separate model in the correct format. Sails and rigging aren't needed, as the game creates them at run time based on locators that are part of the ship model. Guns don't need to be considered separately as they do not actually move when fired. Again, just needs locators placed at the muzzel end so smoke and fire can be generated.<!--QuoteEnd--></div><!--QuoteEEnd-->

The engine does not mirror the half of a ship. You'll have to do it yourself

About polys... I have no idea <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> as fewer as posible without damaging visual appearance, I guess
 
he, another Blender user, good start i say <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

1 - You´ll just need to add the necessary locators, as IRF already said. But you can model the standing rigging, of course.
2 - Mirror in Blender, but be carefull, you´ll have to recalculate normals after that.
3- Maybe too many station lines midships, the shape doesn´t change that much in this area. 3 or 4 are sufficient to get a pretty smooth hull.
Some example pics:

<img src="http://img118.imageshack.us/img118/8779/53286901.jpg" border="0" class="linked-image" />

<img src="http://img18.imageshack.us/img18/7817/17450738.jpg" border="0" class="linked-image" />

Hull has 1300 tris, rest ca. 9000, so the hull itself isn´t really the problem poly-wise

Happy modelling! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

P.S. If you have any question regarding Blender, feel free to ask, maybe I can help.
 
<!--quoteo(post=336357:date=Jul 10 2009, 05:40 AM:name=Iron Roger Flint)--><div class='quotetop'>QUOTE (Iron Roger Flint @ Jul 10 2009, 05:40 AM) <a href="index.php?act=findpost&pid=336357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=333621:date=Jun 28 2009, 02:28 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE (Cap'n_Drow @ Jun 28 2009, 02:28 PM) <a href="index.php?act=findpost&pid=333621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Masts would need to be removed and saved as a separate model in the correct format. Sails and rigging aren't needed, as the game creates them at run time based on locators that are part of the ship model. Guns don't need to be considered separately as they do not actually move when fired. Again, just needs locators placed at the muzzel end so smoke and fire can be generated.<!--QuoteEnd--></div><!--QuoteEEnd-->

The engine does not mirror the half of a ship. You'll have to do it yourself

About polys... I have no idea <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> as fewer as posible without damaging visual appearance, I guess
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ah so tht's where i've readed it... thanks !


<!--quoteo(post=336358:date=Jul 10 2009, 06:19 AM:name=Bava)--><div class='quotetop'>QUOTE (Bava @ Jul 10 2009, 06:19 AM) <a href="index.php?act=findpost&pid=336358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->he, another Blender user, good start i say <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

1 - You´ll just need to add the necessary locators, as IRF already said. But you can model the standing rigging, of course.
2 - Mirror in Blender, but be carefull, you´ll have to recalculate normals after that.
3- Maybe too many station lines midships, the shape doesn´t change that much in this area. 3 or 4 are sufficient to get a pretty smooth hull.
Some example pics:

<img src="http://img118.imageshack.us/img118/8779/53286901.jpg" border="0" class="linked-image" />

<img src="http://img18.imageshack.us/img18/7817/17450738.jpg" border="0" class="linked-image" />

Hull has 1300 tris, rest ca. 9000, so the hull itself isn´t really the problem poly-wise

Happy modelling! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

P.S. If you have any question regarding Blender, feel free to ask, maybe I can help.<!--QuoteEnd--></div><!--QuoteEEnd-->

Hehe, so i'm not the only blenderhead around !! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> ... i thought so since i've seen the installer in the FTP folder...
I see what you mean about station lines, i'll polish it a little there and see.
And one more thing, about the rigging, u mean all of the selected ones go to trash ?

<a href="http://xs.to" target="_blank"><img src="http://xs541.xs.to/xs541/09285/nuevo-3233.jpg" border="0" class="linked-image" /></a>

Your suggestions are most welcome, and also i happen to have a more "specific" questions for you bava
Is there anyhow to export the models from blender ? skipping maya ? i've been looking but find nothing... how do you work your way from blender into the game ? something like Blender -> Maya -> Game ?

Thanks a lot !
 
You can get models in the game through Inez Dias' Tool, but if you skip Maya,
the model will have the reverse lighting effect and incorrect collision detection.
You really do need Maya to export properly.

Two methods:
- Blender>Export to VRML>Save as GM with Inez Dias' Tool
- Blender>Export to OBJ>Convert to GM with Maya

Not sure if the first method would work for you, but the second is definitly preferrable.
 
Ok, seem to be having a little trouble here...
Blender direct exporting does'nt seems to work.
Exporting to Maya does, but the plugin does not... all i could get was the 2k9 trial version... so i guess the plugin works only in Maya 4.5...
<!--quoteo(post=336435:date=Jul 10 2009, 03:16 PM:name=Captured Captain in cargo hold)--><div class='quotetop'>QUOTE (Captured Captain in cargo hold @ Jul 10 2009, 03:16 PM) <a href="index.php?act=findpost&pid=336435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What to do !... what do i do !<!--QuoteEnd--></div><!--QuoteEEnd-->
 
It's indeed a Maya 4.5/5.0 plugin. We've got that on our FTP, but the FTP doesn't work at the moment. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I imagined... so, maya thickens the list of my FTP waiting line... meanwile i'll model some details...
 
Pieter is right, exporting as .obj file and then importing it into maya is the best way. You can add the locators in maya, too (btw, there somthing similiar in Blender, so-called "empties", but i´ve never tried it).

The blender gm exporter is pretty experimental, afaik ID even said it doesn´t work atm.
 
<!--quoteo(post=336748:date=Jul 12 2009, 10:17 AM:name=Bava)--><div class='quotetop'>QUOTE (Bava @ Jul 12 2009, 10:17 AM) <a href="index.php?act=findpost&pid=336748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter is right, exporting as .obj file and then importing it into maya is the best way. You can add the locators in maya, too (btw, there somthing similiar in Blender, so-called "empties", but i´ve never tried it).

The blender gm exporter is pretty experimental, afaik ID even said it doesn´t work atm.<!--QuoteEnd--></div><!--QuoteEEnd-->


I would say it doesnt work either, since it's not listed in the plugins page @ blendernation...

And about empties, i've been working with them before, they are like a vertex, with no edges or faces, so what you get are coordinates and a "invisible" object... Actually i though of them since i readed locators where needed...
 
Just a little update on this "futuristic" lady... just in case someone wonders...

<a href="http://xs.to" target="_blank"><img src="http://xs941.xs.to/xs941/09293/nuevo-1842.jpg" border="0" class="linked-image" /></a>

<a href="http://xs.to" target="_blank"><img src="http://xs941.xs.to/xs941/09293/nuevo-2743.jpg" border="0" class="linked-image" /></a>

Not too detailed, until i see what it looks like ingame...

BTW, is Maya 4.5 heavy ?, could someone upload it somewhere else like mediafire ?
 
In the PotC Build Mod, we can add more modern ships in the last period. Would be nice having a clipper. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
She's actually the first scholl vessel Argentina had, the real name is "Fragata Presidente Sarmiento", commisioned in the late 1800, i'm ommitting a lot of stuff to make it match a little with the game

<img src="http://www.histarmar.com.ar/Pinturas/Biggeri/Fragata%20Sarmientox10.jpg" border="0" class="linked-image" />
 
Nice; she looks like a metal ship, but indeed with a bit of tinkering, she'd make a fine addition for sure. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Hi guys, i'm having trouble exporting to GM (this time i've done everything right) got 5.0 from FTP, got plugins for 5.0 from FTP, applied them via "window > Settings/Preferences > Plug in Manager" but can't export as GM, i do have the SD2Ani and SD2Geo, but no GM at all... what's the name of the file i should have ?

BTW: (Off Topic) Bava... have you seen THIS? lost track of this guy, but found the bookmark just today... it's just an impressive job... i'm feeling like remodeling this ship from scratch... :?
 
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