Hi Blender Heads.
Here is my latest labour of love.
Goal: To create a highres, rigged, animated, fit for feature film battleship.
I have finished the basic blocking over the course of yesterday and today.
I am currently working on the hull.
Let me know what you think.
All pieces are simple blocked elements. However the hull is lacking any detail whatsoever, and I’m not entirely sure how to go about making a realistic looking hull,
Using the snap too, and the basic block i am retopologising the hull. However, i am aware that it is made out of multiple parts. but im not sure how to go about creating it that way?
any advice about bevelling?
anyway. ill keep posting the progress i make
Coming along well by the looks of it. I had a job to build a ship a few months back (below). The hull was definitely the most challenging part. Not only does it have large sweeping curves but it has heaps of complex cutouts. I found the only way I could get the right shape was to start with defining NURB profiles of the hull, then skinning it and converting to polygons. I ensured that when I converted that I had the right density that would allow me to achieve the cutouts. Following that I spent a fair amount of time working on the topology of the cutouts. Most crucial to this was the guide of converting from 3 to 1 or 5 to 3 quads but I can’t find the thread that had this gem of information sorry
This isn’t a battleship it’s a carrier. battleships had large guns and turned out to be very ineffective against almost any foe. I do, however, look forward to seeing how this comes out. Also i like the ocean surface effect in your image, if one glances at it the right way it almost seems to be moving.
Update: Trying to retopo and bevel the hull to make it seem sharp yet not blocky. messed around with the subsurf but was going to try and find a different way. but it may be the only way to achieve the results im looking for.