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5 minutes ago, Delta Hawk said:

Happy New Year everyone!

 

I want to show y'all a side project I've been working on of an 18th century galley frigate, the H.M.S. Persephone. I would like to create a MMORPG type mod that focuses on the economic and power struggles that occurred in the Caribbean during the early 18th century, but as of right now I have no serious plans or intentions of moving forward with this idea due to the remote possibility of even making a working ship :/

 

I do want to finish modeling this ship because I enjoy naval history and I'm learning a lot of new modeling and texturing techniques. Also I want to show the level of detail that is possible when using the multi-material shader along with a form of 3d modeling being used in Star Citizen and Space Engineers. Despite using the equivalent to over 20 4096x4096 textures and the model being over something something polygons I got 45 fps while taking these pictures. In comparison with the same graphic settings I got 27 fps as a rifleman in the jungle of Tanoa.

 

I'll probably release it as a static object this spring unless someone wants to make a ship config for it so it can move.


 

  Reveal hidden contents

 

 

Do I know this is ridiculous to make?  Yes.

Do I know I should be working on my US Military Mod? Yes.

Do I know this is pretty pointless in ArmA?  Oh yes.

 

 

 

This looks amazing :eyeheart:

 

I also like the mod idea you had, but yeah, it probably would be hard to create.

In this rare case the Life mods would probably be something to learn from since some of them seem to have sophisticated economy systems.

 

And last of all, (and I know that you are probably the last person that someone would have to say this to) work on what is the most fun to you and what you feel like is closest to your "mod vision"  

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this is my first time seeing this and it looks awesome, it might not be the same time era but it could go well with the napoleonic units with their muskets

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well that's something diffrent for a change then just massive chunks of steel 

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Let's just say that that ship isn't the only one that's got wood right now. :eyeheart:

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Incredible work! Regarding having issues making the ship actually work, there was-or is- a mod in development that was making 18th century sailing ships etc. I believe it was called the "Black Powder" mod. Maybe have a chat with them?

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As everyone had stated before, BEAUTIFUL!

 

Any possibility of a short video sailing around Tanoa? Would love to see a Pirates type mod in ARMA for multiplay. Great work!

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This is really really nice looking. I don't know why but I've got to have it. Keep up the good work!

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Looks really great, just a little question. Any chance of sharing the know how of the workflow to me and maybe other curious 3D weirdos around? Or just point me to the right direction? :)

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1 hour ago, Neviothr said:

Can it be sling loaded?

Get me closer so I can hit them with my sword?

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On 12/31/2016 at 8:14 PM, Delta Hawk said:

model being over something something polygons

 

Beautiful work, but I'm curious about how many somethings there are!

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Thanks guys for your kind words and support.  It's hard to describe to you just how mentally exhausting creating this so far was, but I see the light at the end of the tunnel!

 

On ‎12‎/‎31‎/‎2016 at 2:25 PM, lumnuon said:

I also like the mod idea you had, but yeah, it probably would be hard to create.

In this rare case the Life mods would probably be something to learn from since some of them seem to have sophisticated economy systems. 

 

Definitely.  I have very little experience with ArmA life outside of a few commissioned pieces but I would image their economy system is complex, as was the Caribbean's economy system back then.  I also image it would have the faction conflicts and area controls like in Wasteland, except with a lot more group splintering with the indie side and roles to play on the civilian side.  But it's just an idea.

 

On ‎12‎/‎31‎/‎2016 at 4:44 PM, fwedman said:

this is my first time seeing this and it looks awesome, it might not be the same time era but it could go well with the napoleonic units with their muskets

 

Flintlocks, or rather "firelocks" as they were called in this time period, were pretty redundant in their design, so players would be none the wiser holding a Sea Service Pattern Brown Bess in 1724 ;)

 

On ‎12‎/‎31‎/‎2016 at 10:16 PM, Valken said:

Any possibility of a short video sailing around Tanoa? Would love to see a Pirates type mod in ARMA for multiplay. Great work!

 

She doesn't move.  I was never able to dedicate that much effort in making a properly functioning config :(

 

16 hours ago, spectik said:

Looks really great, just a little question. Any chance of sharing the know how of the workflow to me and maybe other curious 3D weirdos around? Or just point me to the right direction? :)

 

Sure.  Anything in particular?

 

13 hours ago, Neviothr said:

Can it be sling loaded?

 

Right now no.  Many ships like her had complicated tackles for slinging aboard cargo and or hoisting the ship's boats and played an important role in the ship's operation, so it would be something I would like to implement.

 

11 hours ago, UK_Apollo said:

 

Beautiful work, but I'm curious about how many somethings there are!

 

About 210,000 tris, not including the cannons.  Despite this, I got better fps on this ship in the middle of the ocean than as a rifleman in the jungle.

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Just curious if it's something similiar to what we use at work, i'm still kinda noob to this environment stuff so have a lot to learn. Basically cutting model into sections and assigning different materials to them (tileable textures using multiple UVs for achieving some quality and then breaking up those tiles). As i have been told, better to have more polygons than unique texture for everything.

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11 hours ago, Delta Hawk said:

She doesn't move.  I was never able to dedicate that much effort in making a properly functioning config :(

 

I could make one or tell you how. Currently I'm too ill to get on my computer, maybe tommorow or in two days (I hope so) I could help you. Just send me a pm.

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@Delta Hawk

 

Just a question, is that the correct name for the ship? Searched for it on google and the only ship i found, wich was built in 1724, wich is 6th rated and had 20 guns was the HMS Rose.

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Damn, US old Mil mod could fit very well in my mission, I'm looking forward seeing this released! Great job you got there!

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Beautiful.  She should definitely sail.  Drop me a line and lets talk; your econ mod idea lines up pretty close to what I've had in mind.  Check your PMs.

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On ‎1‎/‎3‎/‎2017 at 3:39 AM, spectik said:

Just curious if it's something similiar to what we use at work, i'm still kinda noob to this environment stuff so have a lot to learn. Basically cutting model into sections and assigning different materials to them (tileable textures using multiple UVs for achieving some quality and then breaking up those tiles). As i have been told, better to have more polygons than unique texture for everything.

 

The Persephone's hull is one model and the rigging is a separate model.  It's not really cut up into sections.  A big problem I had with texturing my ship was the parts that had planking.  If I did a 1:1 UV map (meaning no tiling textures) then I would have needed to make about four 4096x4096 textures, which isn't very performance friendly.  If I used tiling textures then I wouldn't be able to add details to the planks, like trennels (tree nails) and joints, Ambient Occlusion, or different shading to certain areas.  So I decided to used the MultiMaterial Shader https://community.bistudio.com/wiki/Multimaterial.  I'm not sure where you work or what game engine you use but I'm sure someone could write a similar shader for almost any game engine.

 

A little bit more info about what I did...

Spoiler

 

I made four tillable textures for the planks

plank_bare_a_co.jpg  plank_bare_b_co.jpg  plank_bare_c_co.jpg  plank_bare_d_co.jpg

 

I took the 3d model of my ship in 3ds Max and adjusted the UV so the position of the trennels (tree nails), joint and other parts of the textures matched to how the ship was built, then I exported it.

 

Next being sure I did not adjust the 3d mesh I went ahead and adjusted the UV to fit 1:1.  With this model I created a "MC" texture for the color, an "AS" ambient occlusion map and a mask layer.

hull_plank_mc.jpg  hull_plank_as.jpg  hull_plank_mask.jpg

 

 

I exported both models, one with the correctly positioned tiled UVs and the other with the 1:1 UV.  I imported both into oxygen.  I created a second UV channel for the 1:1 model and copied the UV information from the tiled model, then I set up the MultiMaterial Shader.

 

 

 

On ‎1‎/‎3‎/‎2017 at 4:57 PM, in005 said:

@Delta Hawk

 

Just a question, is that the correct name for the ship? Searched for it on google and the only ship i found, wich was built in 1724, wich is 6th rated and had 20 guns was the HMS Rose.

 

The Persephone is a fictional 6th rate galley frigate, however she’s based on very real ship, the HMS Blandford of 1720, built to the 1719 establishment along with 20 other ships built from 1720 – 1732.  These ships were too small to stand in the line of battle with the bigger two or three decker men-o-war, but they were well suited for escorting merchant convoys, often finding themselves cruising in the West Indies and even hunting pirates.  In fact, the HMS Blandford’s sister ship, the Greyhound, has a colorful history when it comes to piracy.   On June 10, 1723, the Greyhound met one of the most notoriously brutal and sadistic pirates ever, Ned Low.  After a devastating defeat by Captain Peter Solgard of the Greyhound, Ned Low barely escaped with what little crew he had left.  In the following months Low, bitter from his defeat, would torture ship crews he captured so inhumanely and barbarically his own crew eventually marooned him on an island.  He also murdered one of his crew members in cold blood so his crew wasn't very fond of him :/

 

The reason why I choose to make a fictional ship is because I'm not confined by the specifics of reality in her build or history.

 

On ‎1‎/‎4‎/‎2017 at 10:30 PM, six_ten said:

Beautiful.  She should definitely sail.  Drop me a line and lets talk; your econ mod idea lines up pretty close to what I've had in mind.  Lets talk.  Check your PMs.

 

Sure, will do.

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Wow, that is one beautiful ship. Being walked out the plank and seeing the Great White (from another Arma 3 mod) in the waters below would be so awesome. Or scary :unhappy:

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Thank you for some insight, guess i'll be studying again for a while. :) I was always afraid of larger models as i didn't know how to texture them nicely without having noticable repeating pattern everywhere so this really looks interesting.

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3 hours ago, spectik said:

Thank you for some insight, guess i'll be studying again for a while. :) I was always afraid of larger models as i didn't know how to texture them nicely without having noticable repeating pattern everywhere so this really looks interesting.

 

I totally agree.  Texturing this ship was one of the biggest hurdles I've encounter with it (though that's not saying much).  I gotta thank x3kj for pointing me to how Star Citizen models some of their stuff. 

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Good news everybody!  This weekend I got the book, Lees' Masting and Rigging of English Ships of War!  Which means now I can accurately belay the sheets, braces, clues, lifts, jeers and halliards!  But don't worry, for simplicity sake I'll leave out the bunts, tacks, leeches, bows, yard tackles and brails ;)

 

http://img2.imagesbn.com/p/9780870219481_p0_v1_s260x420.jpg

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