3ds Max Ship Hull
by Scott Warren · in Artist Corner · 12/03/2009 (12:55 am) · 1 replies
My Skills in 3ds Max are improving.
Thanks to EB I was able to get this screenshot from Show Tool.
I was having issues figuring out the Schematic tree.. But EB showed me the proper way via my source file and he fixed my schematic. I now keep that fixed file safe aside for reference. :-)
[IMG]http://i858.photobucket.com/albums/ab146/pintoale1/th_Cannon_pic.png[/IMG]
This is a make-over of my 16th Century Ship Hull.. Yes it looks great cause I didn't have to move every
vertex by hand in 3ds Max.
I figure after 2 weeks of frustration to get the hull shape I wanted and still keep it low poly, was far too long to get some satisfaction.
I went and used a program called freeship thats designed to make boats.
I opened a sample file that looked like a small boat or a Dingy, and spent maybe 3 hours to get the shape I wanted.
Then exported the file to re-open it in 3ds Max, and added the deck poly's to the model.
I don't consider that cheating when it's a tool specifically designed to do Boats, though I don't suggest using this method for MMO types, since this Hull is at 3k poly already.
[IMG]http://i858.photobucket.com/albums/ab146/pintoale1/th_Ship_Hull.png[/IMG]
As you can see, my skills are rough, but I am improving.
I still need to figure out basic UVW to really make these 2 things stand out.. even if it's Crude, it's still Art ! :-)
The learning process continues.
Thanks to EB I was able to get this screenshot from Show Tool.
I was having issues figuring out the Schematic tree.. But EB showed me the proper way via my source file and he fixed my schematic. I now keep that fixed file safe aside for reference. :-)
[IMG]http://i858.photobucket.com/albums/ab146/pintoale1/th_Cannon_pic.png[/IMG]
This is a make-over of my 16th Century Ship Hull.. Yes it looks great cause I didn't have to move every
vertex by hand in 3ds Max.
I figure after 2 weeks of frustration to get the hull shape I wanted and still keep it low poly, was far too long to get some satisfaction.
I went and used a program called freeship thats designed to make boats.
I opened a sample file that looked like a small boat or a Dingy, and spent maybe 3 hours to get the shape I wanted.
Then exported the file to re-open it in 3ds Max, and added the deck poly's to the model.
I don't consider that cheating when it's a tool specifically designed to do Boats, though I don't suggest using this method for MMO types, since this Hull is at 3k poly already.
[IMG]http://i858.photobucket.com/albums/ab146/pintoale1/th_Ship_Hull.png[/IMG]
As you can see, my skills are rough, but I am improving.
I still need to figure out basic UVW to really make these 2 things stand out.. even if it's Crude, it's still Art ! :-)
The learning process continues.
Torque Owner Ken Johnston
Indiestructable Systems
www.tutorialscentral.com/index.php?option=com_content&task=view&id=33&am...
this method is great for a variety of different modeling applications
using compound lofts you can still generate a decent boat hull and maintain low polygon modeling as you can adjust your shape steps. Using methods similar to this along with the optimize modifiers (or on occasion polycrunch) you can generate some decent low poly models with complex planes. Also using this method if you so desire can easily generate a even highpoly mesh easily imported into programs like mudbox or zbrush for the creation of some very nice normal maps. just a suggestion....
Edit: Also if you want, you can try it on your current mesh if you select edges which define the hull profile in the top, front and left views, create a loft and use the compound methods shown in the tut i posted for you, you should be able to see fairy quickly the same hull you currently have modeled with a lower(or higher depends on your settings) polygon count.