Today I started working on a pirate ship I promised to make for my best friend shortly after I extruded my first cube in Blender. It didn’t start out too good.
Yeh… Most people cut wholes to stuff their cannons through. 2 things that I strongly suggest are, looking at a ships diagram for a more accurate hull. And setting the hull smooth with an edge split modifier.
It has some typical beginner flaws, but it’s still nice and creative.
Some suggestions would be: kill the specularity on the wood, it only looks good when done properly and it’s not that necessary.
Add some frames on the windows and doors etc…
Enable ambient ooclusion in the world panel, set gather mode to approximate and enable pixel cache. This will give you a nice basic ambient light.
If you want your stuff to look less polygonal, it’s a good idea to use smooth shading in combination with the edgesplit modifier.
I want to see if it looks any different. Plus, I changed the wood in the poles, put that metal base around the bottom, and painted the top edge of the hull. Next I’m going to cut holes in the hull (which I’m keeping the way it is). Thanks for the help! There’s a reason I hang around here.
Edit: adjusted the lighting, and I guess I made the cannon wheels too smooth, because no matter what I do you can’t get a good look at the spokes.
What the?! Why do you have all those wind modifiers? And the hook curve. Just model the curves. And just increase environment lighting. Lastly turn down the secularity of the wood all the way down. If you want to light the sails though use some ambient occlusion. and shade the sea smooth.
The hook came with the tutorial. I also like how the wind came out instead of a hurricane the sails actually kind of undulate…Thank you very much for your help!
Ok, I took a look at the .blend file and noticed among other things that the geometry is pretty messed up. While it is possible to make a good render with messed-up geometry, keeping it clean and simple will make your life so much easier.
So, more suggestions:
-Remember that 3d-models in blender are always an empty shell, and should be treated as such. If the geometry is not visible, it’s no use modeling it. For example: you have given your ship hull an inner surface as well as the outer one. I strongly suggest you delete the entire inner surface below the deck, it only serves to confuse you with additional vertices.
-Normals are very important. The renderer does a pretty good job on flipping them so that they will show correctly, but having them right from the beginning is much better.
-When I suggested adding frames and stuff I should have added “as a separate object”, in order to not mess up your texture mapping, also avoiding unnecessary subdivision of faces etc. and giving your walls more depth instead of just being flat planes.
-An extremely simple, but pretty useful light setup I sometimes use is: Bright main sunlight with a subtle yellow tint and a not too bright hemi light with a blue/purple tint for environment light, using ambient occlusion set on multiply for better shading. Using lots of point lights doesn’t give very good results for outdoor scenes, and can crank up your render times quite a bit…