Generic 2500teu feeder container ship
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Thanks guys, Mike there`s a alpha ( https://navismaster.com/ ) cant wait to get this ship in there!
Fitting out of the bridge is in full swing, still blocking out, made a few props here and there. There`s a whole office and kitchen of props to complete, oh and all the ships instruments and labels.
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Wow!
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@hornoxx said:
:thumb: a masterpiece! and in every respect a class of its own in my opinion
Yes Horn0xx "masterpiece" is very well deserved. This model is more than or the equal to the best I have ever seen. Apart from that I would love to know the model size and the computer spec's it was created on.
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Thanks guys, the pc im working on to create her is a 8 Core i7 5960X with a gtx1080 Aorus
After a short absence im back to working on her bridge, theres still so much to learn about this area and all its functions, I would like as much of the instrumentation to function and be in the correct consoles, so each part requires quite abit of research, would be easier if I could book a visit onboard one, but thats nearly impossible!
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Looking ship shape matey
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Bridge is taking shape, main Nav console is just about complete, main wheel will go next to the gmdss console
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IMO the level of detail in this model is over the top.
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Absolute crazy pants! Wow!
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Thanks guys, the modeling stages are coming to and end now, then off to the next department
Main wheel is finally in, and its console is just about done, next the filing area behind it needs to be populated with "stuff", Snacks area is just about done, might add a plant and a few signs more, and then the route planning area is complete
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Modeling complete, next will be in game testing and optimizing, before moving to unwrapping
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Details in this model are unreal IMO.
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@ntxdave said:
Details in this model are unreal IMO.
Yeah this is pro ship architect engineer level stuff!
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Thanks guys, stay tuned there is still more to come, I still need to complete the 8x repaints and get everything animated and implemented into the sim.
The bridge is just about done, fine tuning the materials before doing the high res bakes.
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And its finally in the sim, Still needs a few minor corrections and tweaking
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Phase 1 complete!
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I thought it suitable to start working from the Bridge down to the engine, This is E-deck, Captain and Chief Engineer have mirrored cabins, this is a basic layout, ill be adding details and props here and there, but nothing as detailed as the bridge as the polycount is going to quickly go into the millions with so many cabins all propped up
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So good mate, just soo good
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Perfect, imho.
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Yeah, top notch.
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Thanks guys, I should have started a new project a while ago but I have such good reference for this ship, might as well go the extra mile and make it something memorable.
E Deck is now complete and in game, I had a pretty big hurdle that cost 2 days with baking a simple light map, Blender is incredibly slow at this, Substance painter has no way of adding lights so I had to roll back abit, I tried Marmoset 4 on trial, but its streamlined for baking high to low poly, if I could find a way to remove its built in cage funtion it would be awesome, it produced great results almost instantly, which takes blender days.., but without being able to remove the cage they were not usable bakes
Ive also learnt to unwrap and bake each duplicated item separately to retain the UV maps when duplicating a mesh in Sketchup, which is a massive time saver in the long run.
D Deck is modeled ( Last image ), now its time to unwrap
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