My bluenose II

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

My bluenose II // Work in Progress

1  |  

Post by tatts // Apr 7, 2009, 11:44am

tatts
Total Posts: 145
I thought I would share a wip of my own, :) I have just started this project but so far it is moving along nicely I think.


I have always liked the bluenose and in the past have built two wooden models of it. One was for a friend which was my first wooden model i got to work with (it took 9 months) I had left the sails down and nicely painted it.


the second took only 3 months because having experienced one already, this one I had nicely painted and kept the sails up. (It ended up destroyed from a move) was very upset. So the other day sinse I had still had the plans I've decided to model it out in 3D. So I started doing so, But it cost me. :)


I really liked how the 3D model was looking and started to miss my bluenose II. well with that being said I decided to call the local hobbie shop and guess what, they had one. So here i sit still working on my 3D bluenose, And also with a brand new model to build. :) I bought the last Bluenose that store will ever see. the model has been discontinued and they will no longer be getting anymore. :)


http://i372.photobucket.com/albums/oo161/tatts24/blueN_00010-1.jpg

Post by Mr. 3d // Apr 7, 2009, 12:39pm

Mr. 3d
Total Posts: 747
pic
Looking good tatts !!!:cool:
You ever been a Bluenose ?...I'm a Tar Heel !

Post by RAYMAN // Apr 7, 2009, 12:42pm

RAYMAN
Total Posts: 1496
pic
Tatts that start already looks great !

Peter

Post by Jack Edwards // Apr 7, 2009, 1:34pm

Jack Edwards
Total Posts: 4062
pic
Looking great Tatts! You're off to a great start! :banana:

Post by jamesmc // Apr 7, 2009, 1:49pm

jamesmc
Total Posts: 2566
Looking good!

Why is it called bluenose?

Post by Steinie // Apr 7, 2009, 4:13pm

Steinie
Total Posts: 3667
pic
I guess calling it "Runny Nose" would have been insulting...

Post by stan // Apr 7, 2009, 4:30pm

stan
Total Posts: 1240
pic
the bluenose is on our dime up here.

Post by tatts // Apr 7, 2009, 7:29pm

tatts
Total Posts: 145
thanks for the compliments guys.


Why is it called bluenose?

Bluenose was originally a nickname for people who lived in nova scotia, I'm guessing it is the same as the Americans refering to the Canadians as snowbacks and Mexicans wetbacks. The nickname was used sinse the late 18th century, So seeing that the bluenose boat was built in Nova Scotia, I guess that's what decided to call it. Even though there is nothing blue about it.


Anyway I hope to have more pics soon :)

Post by Jack Edwards // Apr 7, 2009, 7:57pm

Jack Edwards
Total Posts: 4062
pic
Tatts, I was looking at your screen grab and I noticed that you've got some geometry issues producing odd normals in the places where you cut the holes in the side toward the upper right of the image. Making the geometry into quads and adding an extra loop around the outside and inside of where you cut the hole can really help. It'll also make it so you can add SDS later if you decide to go for a realistic type render.

Post by Georg // Apr 7, 2009, 9:54pm

Georg
Total Posts: 270
pic
Great start and indeed a very nice type of boat!

It looks like an ambitious project when I see all the details on the blueprint :D

Looking forward to see it grow


Georg

Post by tatts // Apr 8, 2009, 12:14am

tatts
Total Posts: 145
@ Jack, for those dark spots, it was bacause I had to add some edges to prevent rendering errors when I did an earlier test in DBPro. And your right those areas are not in quads

Yeah I am trying to cut some corners to keep the model low enough in poly so that I can load it in DBPro and create a scenery with a physics simulation. (really not sure it'll even get there though).

I am going to be fixing everything up though because I would also like to make a nice render out of it to.


@ Georg, Yeah I think ambitous is a good word for it. Truth is, I never created anything over 5000 quads, usually everything is very low poly. But this time seeing all the REALLY NICE stuff I see on these forums, I thought I'd put myself to a challenge. this is my first boat and is going to end up being my first high poly model (not sure I made a good choice for a start).

But i started it and im going to finish it :)

feeling intimidated by the rope work though.


anyway here's an updated pic :)


http://i372.photobucket.com/albums/oo161/tatts24/blueN_00011.jpg

Post by marcel // Apr 8, 2009, 12:18am

marcel
Total Posts: 569
pic
"I never created anything over 5000 quads"

I never created anything over 500 000 quads :D

Good work

Post by Jack Edwards // Apr 8, 2009, 12:33am

Jack Edwards
Total Posts: 4062
pic
I'm the same way, most of my work is relatively low poly. :o

For the low poly game version, best way to do the ropes is likely alpha mapped planes. There's a great example of this that Prodigy did for a swingset. He even used cloth physics to get the rope to look like it was hanging.

For the high poly version where you model out the ropes, cloth simulation might well be a big help as well.

Post by teamonkey // Apr 8, 2009, 6:53am

teamonkey
Total Posts: 107
Looking good!


Why is it called bluenose?


http://en.wikipedia.org/wiki/Bluenose

Post by tatts // Apr 10, 2009, 1:11am

tatts
Total Posts: 145
Hi guys, I though i'd show an update. I hoped to be bit further, but I ended up going back to the basic shell I had saved and restarting. I fixed all the bad areas the took the lighting wrong, as Jack pointed out as well. I spent loads of hrs on this in the last two days. so far I am at 10892 verts. Most I've done yet. :) But still have alot to do. I did'nt want to have to restart it but, seeing that I had most everything combined from the object union tool, Which made it harder to work with, i decided to restart anyway and took your guy's advice and started using the Capsulate in 3d tool instead. thanks..



http://i372.photobucket.com/albums/oo161/tatts24/blueN_00016.jpg

Post by Jack Edwards // Apr 10, 2009, 1:17am

Jack Edwards
Total Posts: 4062
pic
Looking really good! :D
Only crit I have is that the ropes and rigging all seem identical. Also dunno if you want to give the ropes a bit of sag or not, since I'm not sure how tight they are rigged. But something to make them a bit less uniform and mechanical looking couldn't hurt. ;)

BTW, time to turn on the anti-aliasing for you screen caps, heh. :p

Post by tatts // Apr 10, 2009, 3:02am

tatts
Total Posts: 145
hi jack, yeah I plan to sag the ropes in abit, I started with the ropes as cubes to try and keep things clean till I get more of the rigging done and decide what im going to do with it later. (I might try and rig a skeleton to some of the rigging).


Not sure how to turn on the antialiasing for the screen grabs. I know you can in the model side but im trying not to cross the bridge with this.

Post by Jack Edwards // Apr 10, 2009, 3:43am

Jack Edwards
Total Posts: 4062
pic
Yeah, probably best to add the "realism" to the ropes after the modeling is done.

To adjust the AA settings for the real-time view, open the Settings tab in the Stack view, then click on the title bar for the 3D window to bring up the view related panels in the stack. On the Background panel click the AntiAliasing dropdown and select the amount of AA you want. I usually pick an odd number like "Level 3".

Let me know if you need a screen grab. :)
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2022. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn