After a computer crash (no backups of course :o) and an all to long period of little blenerizing (games are way to addictive these days…) i have decided to remake and extend on one of my older works (http://blenderartists.org/forum/showthread.php?t=112394)
anyway… before you get bored here’s some renders :yes:
all the ropework (sheet, vang, outhall & cunningham) is hooked so it moves in accordance with the boom position. I haven’t rigged the rudder yet - i think i might do that as part of the sailors armature, good idea?
Edit:
more on the water in the previous post - do you think it looks like its interacting with the boat enough? [wake etc]
I think the wake is too high, it needs froth, not height! It should be sharper as well, especially close to the boat. That said, I’m impressed with your sail rigging (the ropes) They look great! It never ceases to amaze me how a simple small detail like that, when it is well done, can up the realism of a pic tenfold, even on such a simple model. My latest fun has come from hdri maps, using one might give that water the reflections you are after.
yea i was looking into using cube-mapping techniques for the water a while ago… unfortunately i could not find out how to map a cube map to a material (also all the documentation for environment mapping is from like 5 years ago…) - i’ll look into these HDRI maps, hopefully it will help a lot with the water.
As you can probably tell organic modeling is not my strong point :o… so any hints would be greatly appreciated - especially about topology as I’m going to need to rig this…
Just a small update, I’ve been playing around with the water - i think this should look’s better, though it still seems to oily, which, i think is because it isn’t reflecting the sky… is there a way of mapping an image to the full 360 degrees of world (aka a cubemap :D)