I think perhaps they are slightly too small.... I increased the main sail size by about 10% width/height/depth... updating the images as we speak.
Posts made by agamemnus
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RE: Ancient Roman trade ship -- need sails help
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RE: [Plugin] UVprojection
Nice plugin; just one problem -- how do I position the texture once I map it? (or before I map it)
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RE: Island Queen
@unknownuser said:
I also think it is time the owner (Ron Anderson) thought about a remodel..cut and stretched.
Heh, probably a tad expensive. At least he could modify those back hatch windows (bathroom windows, I guess?).. maybe change their tint or combine two windows into one. That would still probably cost several thousand dollars...
Model's looking good; it looks like you have some sort of reflective ceilings/floors inside the boat right now? It almost looks like you don't have any ceilings/floors unlike one looks carefully.. I'd reduce the reflection on those.
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Texture alignment plugins ?
The default Sketchup texture alignment and scaling method is almost unusable.
I need something that lets me align textures precisely to a polygon. Specifically,
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something that lets me align a side of the texture to a side of the polygon (eg: top-left to top-left), so I can scale it exactly 1:1 to the polygon.
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something that lets me align the texture so that the texture center is exactly at the polygon center.
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edit: nvm this one..
Thanks!
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RE: Studio/Guesthouse
Nice and compact. With that bike and the compact feel, looks like it might be somewhere in Europe. Would be really small by Texas house (or maybe even guesthouse) standards, I imagine, no?
One question I have is how they got that stove through the door. Presumably those window-like doors (?) next to the kitchen open up?
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RE: Island Queen
Nice.
The front and back angles in the photo are much steeper than the angles in the model. The windows are cleaner and the deck decoration is more pronounced, at least color-wise. The model is longer than the original. The one in the photo seems busy, packed, and dirty -- those circular hatch windows on the back portion of the ship don't help the style. The model is sleek, clean, and roomy. That's why the model ship looks much better, if a bit transmogrified.
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RE: Ancient Roman trade ship -- need sails help
charly -- how did you make the ropes, especially the curved part around the wood plank thingoes?
Gaieus -- might post about my game later this week. I'll send you the model link. Beware though... the ship should really be slightly curved and it is probably way bigger than it was historically, thus necessitating the entirely theoretical and probably incorrect rudder control system.
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RE: Ancient Roman trade ship -- need sails help
I guess the sails themselves aren't a big issue.
The ropes are harder. Ideally, I need to be able to easily set/modify the curve along the red and green planes whilst keeping the whole thing a cylinder/tube -- perhaps 3, 4, 5-sided.
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RE: What's up with all the "The Simpsons" style avatars?
I had the same though as the OP yesterday... very weird...
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RE: Ancient Roman trade ship -- need sails help
Here are a few images I found on the internet. They are all a bit different... the first two don't seem too great. The last one is fairly accurate I think. (edit: except that it's about 3-5 times smaller than my ship)
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Ancient Roman trade ship -- need sails help
So.... I am still working slowly on my Roman trading ship. Except for the rigging/tackling and sails, I have nearly everything finished.
I am looking for someone to help me finish my model, either with suggestions or direct modeling. Does anyone have any suggestions/offers of help on sail and rope construction?
Some more info:
This ship length is about 47m, so it is on the larger end of the ships of the time, something like a grain ship going between Rome and Egypt. Most trade ships were between 10-20 meters.The hull isn't curved (like most designs/mosaics) and the oar control mechanism is speculative. I still need to add a few minor details on the ship (individual supporting planks on the deck sides and a lower wooden support system for the rudders), but it's ready to receive tackling and sails.
The current parts are exact/precise and geometrically detailed, which is very important to me. I am designing this ship to act as a complete model for a much more simplified ship model. The simplified model will be in a game about the Roman Empire I am making, for which I will post more details about later.
Edit 2: I decided to remove the ship model and post some screenshots instead. If you want to look at it I will pm you a link.
Edit 3: Finished details and did some more tweaking -- see last 2 pictures.
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RE: ISO view
I made a model a while ago with pre-set isometric view angles, here.
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RE: Disable Axis Snapping
It wouldn't be impossible to work in 3d; it would make things more flexible! (by posting this, I am secretly pushing through my selective-snapping-disabling agenda)
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RE: Any way to get rid of z/x/y line locking yet?
@unknownuser said:
Unfortunately, in that thread your uploaded image contradicts what you are writing. So I'm not certain why you cannot just do what you are after without disabling inferencing to axes or disabling whatever.
That is an image that is really close up; any closer and things would start disappearing due to the rendering engine limitations. At the normal zoom, I can't tell whether the line I am drawing touches the intersection point or the existing line point ("on edge") via the "red" axis. Drawing on the red axis/line closed the top poly, but not the front one. When I saw that I didn't know what had happened right away and drew a second line, which closed both polys... obviously though that first line was still there.
I didn't realize that the red axis was not on the intersection point until I started getting other alignment problems. If I didn't experience this kind of problem before I would have wasted even more time.
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RE: Using Different Axes
Eyeballing? Doesn't sound very accurate.
Sometimes I simply accidentally get the wrong inferences in the beginning, don't notice it, and it heavily messes up the rest of the model. .995m vs. 1.000m can make a huge difference when that measurement is at a critical point in a model.
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RE: 64K vertices error re_visited
Perhaps on the other ones, Google is using some internal optimizations to trim your model's vertex count. Maybe it can't do that on this one.
One optimization might be to convert a rectangular face with several polys to two triangles, if they all have the same color or texture information. If you colored those polys differently this time around, then Google can't reduce the poly count anymore.
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RE: Any way to get rid of z/x/y line locking yet?
@takesh h said:
@agamemnus said:
I don't know what you mean here.
Try this.
http://sketchup.google.com/support/bin/answer.py?answer=70138The next time when you have to draw the line like this, rotate the axis around z-axis beforehand.
10, 15, 45... any degrees will do, as far as the new X/Y axis is far enough not to interfere your drawing direction; however...I never knew about this. Thanks. It's a partial workaround, I guess...
@unknownuser said:
@agamemnus said:
The angle is very close to 90, and Sketchup gets confused on what to do. It thinks I want to put the end-point on the edge of a line (the 90 degree angle), instead of at the crossing point (not 90 degrees). See the attachment for an illustration.
Your image is showing an alternative reference point (the crossing point of three lines).
In this case, all you have to do is to get close enough view to this point when you terminate the line.
Close enough for SketchUp to make distinction between the X-axis(red) and the crossing point.
Most of the time, this zooming trick will do the job. my two cents.Of course I can zoom in.... But, I have to realize that there is a problem first!!! Even if I do zoom in, polygons often start disappearing because I'm just too close. And then I have to zoom out anyway... It's just basically annoying and slows me down considerably. I'd prefer it if I could just turn off the inferencing that I don't want.