Thread: [WIP] "Lochinvar" Clyde puffer
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Old 03-03-21, 04:05 PM   #54
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Mister_M View Post
Gorgeous ! The 3D part is beautiful, except the small davit at the bow which could have a softer curvature...
Thank you for your comments Mister_M

Yes, davit's arc could have been smoother. The same goes for vent's inner part and for many other small details, if you look at them from close enough. At some point one needs to put the word "end" to his projects, and this is the case with my puffer as long as the 3D modelling job is concerned. In future someone else might bring his own improvements to it, and I will be glad to accept them, but by then I hope I will be working on something else

Quote:
Originally Posted by Mister_M View Post
Else, the shadows are a bit odd. Why aren't they symetrical relative to the Z axis ? Why are there more shadows on the vertical surfaces of the upper parts (sail, cabin, funnel, ventilators, lifeboat and base of the mast) than on the hull ? Why aren't they any dark shadows on the bottom of the hull ?
Three factors should be considered:

1 - The screenshots I posted yesterday were taken in Wings3D. Wings is not a 3D rendering program, so don't expect too much from it. It supports the creation of scenes with various types of lights, but I never messed with them. The one source of light in my screeshots is a standard emispherical lighting which, I think, is aligned with the x axis. That's why one side of the boat looks more illuminated than the other.

2 - For the above reasons, my previews don't feature any dynamic shadow. If you compare the pictures at post #46 with the one at post #1 you will easily realize that, in the screenshots I posted more recently, the shadowing comes mostly from the ambient occlusion map. Considering that, it is logical for objects on the deck - whose exposure to diffuse light is occluded by bulwarks and superstructure - to be darker than hull. In game, this will be balanced by direct sunlight beams and by the dynamic shadows supported by the granny format.

3 - The program I used for AO-map baking is Autodesk Softimage Mod Tool 7.5. This is the free version of the program devs used for the same job in SHIV and SH5. The only manual touch ups I made to the procedural AO map, was subduing by 50% or removing the pre-rendered diffuse shadows cast by breakable model parts, otherwise those darker spots would look odd when the boat is damaged and the objects casting them are ripped away from the main model.
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