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"Rhino" is my favourite 3D modelling
program.
Note: a lot of my renders are done in "Maxwell" while
modelling,
then in "Vue Infinite" when finally importing & texturing
for art renders.
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2012 WORK
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TRADESMAN "SPELLJAMMER" SHIP
Rebuilding this, again! To get it much better than ever
before :)
Started October 25th
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improving the materials, adding dirt, and
varying the textures used for panelling so not too obvious
they are the same. again, the UV mapping of main hull shows
issues, but that's for later.
small
image version
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Added "scuppers" where water would
pour out if deck gets a wave splashing over it.
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Much of the railings now done! REAL pain in
arse tricky work, headaches galore.
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This shows the mechanism
I came up with, for securing the detachable part of the ship's
railing.
for letting cargo and passengers on/off easily.
no idea how such a thing would work in real life so thinking
on likely materials etc I imagined using strap iron to build
such a securing mechanism, as it needs to be strong, as such
ships get involved in battle and high winds, seas etc.the panel
is also damn heavy as it's made of 3" and 6" thick
hardwood, it's protective bulwark in batle, another reason for
strength, going with 42" high railings. :)
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this shows initial design for holding the
removable panels where cargo would be loaded
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lot of the ship's railing now done :)
missed out one damn pillar on rear entrance, doh! :P
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 Basic
work on rialings done, making two6inch thick top/bottom rails,
with 3inch thick panels between them
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whole ship, to date. start work on the railings
:)
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Improved the doors, well, they do have to
keep pirates out ;)
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tweaking it, altering testures, modelled "acron"
style carving on sides of doors (which I later removed)
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close up of rear entrance, showing the detail
of the lights, and how I "chamfer" everything to
give detail, and rebated the top of one post to accept the
light
notice how the second, smaller scroll, acts as a strengthener,
and makes it harder for the chain to slip off accidentally
;)
And, oops! this is test#27, doh, well, anyone
can screw up :P
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The rear entrance
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Built a new frame to hold the door
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close up details of the magic lights around
the entrance :)
"Keeping the ship safe from the scum of the universe!"
;)
One of the many odd things in the "Spelljammer"
universe is that between solar systems, is the "Phlogiston",
a vast region of rainbow coloured, highly INFLAMMABLE gas,
ie it's like sailing through psychedelic petrol fumes :P hence,
magic, non burning lights are a good idea!!
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Created some lights for the entrances, and
ornate ironscroll work to hold them up :)
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front entrance done :)
I envision the roof can be lifted right off to help load cargo/items
etc when required. still working on it though
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now one eye is done AND the hole is cut through
I can then just "mirror" them so you get the exact
same items on the other side of the ship! ;)
saves tons of time. you can also see the stairs I added
Note you can see in this pic and previous one how the "textures"
just in front of the eyes doesn't line up right, this is what
I reffered to earlier about UV mapping
It's a REAL pain to sort out precisely, so have only done
it roughly so far, will sort it out later ;)
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built the "eye" :)
this is a LOT of work actually, it's very tricky!
it has a "metal sleeve" and inner
and outer metal surround, each chamfered very thinly that
adds to realism, the chamfer catches light on edges of
objects, problem with 3D is that edges can be "perfect",
infinately thin/sharp, so they do not reflect light, which
is impossible in the real world, so you have to add a
slight chamfer to edges to get realism, but that increases
complexity and polygon count, but worth it in the end. |
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the inner sleeve (a tube) which lines the big hole cut out of the hull is important
because in renders up close, you won't see wood planks
cut through (which looks odd).
Instead you see just clean, smooth metal, which looks
better.
to get the wires onto the eyes requires drawing out
the shape of the wires you want, extruding that out,
like taking a line from a blackboard then pulling it
out like cardboard so it sticks out in the real world
then you intersect the "cardboard" with the
glass of the eye,
and where the cardboard meets the glass, it leaves a
trace
you use that trace to grow the wires around ;)
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This shows the method to support the cargo hatches, which
are flush wih the decks, so are held up by a sort of "ring"
underneath them.
Also shows the angle supports, plus the new decking on ballast
deck and candles.
also shows the two "ribs" near cargo hatches don't
"look" right, ebcause I had to rebuild them to fit
new hatch/supports, I will need ot UV map them same as old
ones, doh! this is why test shots are important
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there, cargo hatches fitted flush with the deck, held up
by big supprting sort of "collar" underneath, and
support angle beams bracing those, so my "inner engineer"
is happy with strength of the deck now, hehe.
then I added proper decking to the ballast hold, tricky,
used individual planks rather than one large flat sheet to
do that, because of layout, and way I like to let some of
the ballast be seen, and can use in later renders, to pull
up planks to show smuggled treasure or such hiding in the
sand etc...or I can just delete it all to cut down on polygon
count for renders showing no internals
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another "glass" render, love these ;) that all
looks pretty good now, so am happy with what's done so far
plus I added block for the new mast to sit in, too. next I
need to work on the hatches
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And here that problem with cargo hatches is fixed! still leaves
central deck support section bit weak IMHO but that gets fixed
later on ;) also took out a wall Ihad accidentally blocking
small part of room on back right side just in frotn of the "square"
section at back, duh! lot of work, wears me out, but love making
a good job :) |

did this as a "beauty" and test shot...test shots
are important...sigh, I'd forgotten to leave enough space
for the damn big cargo hatches, DOH!!! the two horizontal
beams in middle are in the way, necessitating much work in
rebuilding them, ribs at that point etc had all been cropped
to fit so, more work...c'est le vie! ;)
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this shows the "ribs" that hold the entire ship
together. In real life, these are made from many very cleverly
interlocking pieces, as no single tree is ever big enough,
or right, for such work, but that's too much work, even for
me ;)
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A simple shot showing the passgeway back of the bridge, with
a human for scale. yes I know, his eyes are weird, low quality
import jsut for test, not a fine art render! ;)
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this render shows how I've added doorways with frames.
used simple latches as such would be likely, as locking doors
as we know 'em would be uncommon, kept only for the captain's
cabin or helmroom perhaps.
I "booleaned" (cut out) shapes from the doorframes
and support pillars to let the swinging latch work,
I try to be as practical as possible with these most impractical
of vessels ;)
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this pic shows the lower hold
the original deck plans for the ship and it's statistics didn't
mention much of this or take into account it's size! massively
increases the ship's true cargo capacity
the "sand" is the ballast, ships used
sand to weigh and balance the ship
it also absorbed blows of cargo being accidentally dropped
on it so saving the hull from being ruptured and they often
added bricks, metal ingots and other heavy, tradeable stuff
as extra ballast down deep, that they could make profit from
interestingly, sometimes the sand itself was valuable, as
some sands contained rare minerals, or was used for making
special glass if of the right type.
think I'll make the plank walkway more even using risers
Added some simple candles and holders, in Spelljammer such
would be magical due to high risk of fire form normal candles
in such a hold!
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there, much of the internals done, UVmapped.
Now onto the more trickier stuff ;)
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this shows how I have "UV MAPPED" the model's
exterior, this lets the "textures" (special photos
of in this case, planks), fit properly to the model :)
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Rendered this with a glass material to let you see inside
:)
shows the "ribs" that support the ship
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working on the interior
laying out the walls, main supports and spaces for the doors.
from now on I'm gonna add full internal supports etc, can
always delete them out for exterior shots, but for interior
shots, the detail is handy as you cannot add such detial
in later on! (not easily anyway)
next will be the "ribs" that support the hull
:)
temporary textures, the mesh has not been "UV mapped"
yet so they don't align true
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K, now I've made the rear (boxey) section
and blended the hull into it underneath which is quite tricky
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render of the initial hull shape, from curves
and lines, to this :)
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Initial start #1
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All original art, writing on this site, copyright of
Steven James, "Silverblade the Enchanter" ©2012
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