#RocketDragon First Blender Asset (Ro-Ro Ship)
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He's my first asset for CS:2, It's technically finished but it has a lot of stuff that could get improved
@glass flame This is the ship I mentioned earlier, Initially I just wanted something to put in my car factory so I didn't go into much detail, I just followed some tutorials, and I actually re-did the hull three times bc damn it wasn't easy to get right
I'll post the photo in-game of it once I get back from having lunch
This is what I just sent to Slyfox in his thread. Some of it applies to you or is just good knowledge. I have a few other things for you though
For you specifically:
- position your boat lower, use the origin point as the horizontal plane where the ship should sit in water.
- I think the front of the ship should point the same direction as the road connection arrow above, but i'm only 80% sure on that one.
- the dotted lines, have you got some extra stuff here, or some bone rigging?
- the lower part of the hull might have slightly too many triangles for what it is. While you do want to keep the nice smooth profile you have, try and reduce it because remember it's a part of the ship hardly visible under water/to the camera, and you don't want to be known for having modelled teeth do you ๐
From What I've seen these kinds of international Ro-Ro Ships usually have their back ramp angled
The dotted Lines are bc Some of the parts of the ship aren't directly part of the "hull", like the bridge superstructure, it's a child to the hull,
imagine the grid in this picture is where the water plane is in game, you ship would be sitting right up on top of it with nothing submerged at all:
generally, the whole boat should be 1 piece, 1 mesh - no parenting of things
so I would join them together into 1 mesh object
Aight
I've put it more accordingly to what I've put into the game already
I'm aware of a number of shading problems too
My Blender knowledge is fairly limited since I've only seen a handful of YT tutorials, how would I join them to the parent object?
with all mesh objects selected in object mode and the mouse positioned in the 3D viewport, use Ctr+J to join them. They will take the name of the last (I think) selected mesh object.
Be wary when joining multiple objects, if they each had a different material assigned, the joined mesh object will have all materials assigned, so you should reduce them down to just 1.
Okay, I've used the same material for everything too just for simplicity and bc of my limited knowledge, it allowed me to use the same texture map for everything which is what I needed to make it work with WE in the game
Ok they're joint now, also do you happen to know why do these blue lines appear?
tht's great that's exactly what you want to do anyway!
the light blue are 'sharp edges' If you go into edge mode you can select, right click and add or clear them
they change the 'smoothing' effect on faces
also feel free to follow along in Sly's post too as I am giving some tips in there for blender:
https://discord.com/channels/263634513861541888/1423298716173074555
Aight thanks
I've cleaned it up while maintaining the lines I thought were necessary to mostly keep the profile, I've cut more on the sections that'll be under the water
Might be able to clear the aft a bit more
remember that you should try and keep quads or triangles for polygons, some of those faces have many more sides than 4
like this face:
better to get rid of whole edge loops if you can
I can't get rid of all of them but I can clean them up a bit and then try to re-do the face accordingly
Also you don't happen to know what could be causing this in the game right?
hmmm what asset is that?
Mine, it's my first sort of iteration of the ship that I used to test if it could get it to work with WE
that would be the issue with polygons having more than 4 sides
so you need to make sure they are all either 3 or 4 sided otherwise game engines make mistakes
not just unity either, it happens in all of them