Beam Trawler "Sea Lady"
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Wonderful model. So I can see life on the edge
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Very well done. Wow.
I'm also curious as to the file size.
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Thx Guys,As for the bottle idea,ill spend 15mins on some test renders and see how it goes,might be interesting, Working on animations for the booms and relative Lines for trawling.
She is 56k polys at the moment,but i plan a fully detailed bridge and interior (everything from the keel up )
Ill get some Renders with the Sketchup screenshots to match as soon as she is done, no extra work done on her this weekend hehe got away from the box!
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@unknownuser said:
Thx Guys,As for the bottle idea,ill spend 15mins on some test renders and see how it goes,might be interesting, Working on animations for the booms and relative Lines for trawling.
She is 56k polys at the moment,but i plan a fully detailed bridge and interior (everything from the keel up )
Ill get some Renders with the Sketchup screenshots to match as soon as she is done, no extra work done on her this weekend hehe got away from the box!
Marius, what does that 56k of polys translate into megs or gigs file size?
Thanks.
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Oh its a 4.56mb Sketchup file, only 1 texture at the moment so that number will start climbing when weathering and rust etc is added
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Hi Marius,
a really nice model. I would like to know how you can do the water so realistically. Is done with an image editing program? Let me die not stupid please!
below two tries with Kerkythea Water material and Artlantis Water material.
Charly
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Darn, how did I miss this Lady?
Beautiful work, Marius! Congrats! -
Thx Charly & Numbthumb, I took those last 4 pics from in game while sailing her around Corsica,a scenery that comes with VSF
The renders i have done in KT on the Other forum link there was done with the water materials available for free download from the kt site using the "Wavy" water material
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what's VSF?
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Only the best sim ever : http://www.hangsim.com/vsf/
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Does it use the DirectX format and if so, what was your conversion pipeline?
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@numbthumb said:
Does it use the DirectX format and if so, what was your conversion pipeline?
For the conversion process you will need to have a look at the vsf Forum,but its not to complicated
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More Parts and Details added include :
Anchor box, Booms adjusted 15deg and lines fixed accordingly, Prop, Rope on Focastle, More lines and blocks, Radar on foremast, Port side Numbers, Porthole Lids
Heres a shot in SU
Heres the same shot Rendered
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Some more night Renders :
Work done include lights and moving objects removed from main mesh, final meshing of "half hulls" done
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Throw a few scrappy arguing sailors on there hauling crab pots up and you've got a scene right off of the Discovery Channel.
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Better and better,
It's a real pleasure to follow such a WIP
simon -
Loving this WIP - but check your night renders - the combination of lights needs to be sorted out!
http://www.bosunsmate.org/seamanship/lights.php
With the gear stowed, as per your model, only normal power driven vessel navigation lights would be displayed.
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Thanks John,as A skipper myself I am well aware of the light configs on ships,My Colregs edition comes in handy in such instances,I was mearly displaying all her lights to show that they are there.
Did the Booms at a trawling position,had to remodel all the lines and adjust all the blocks. -
Seagulls, great touch.
Itching to animate this with Vue open seas simulation.
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