How to make ships and boats....

User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

How to make ships and boats....

Post by RAYMAN »

I was asked how to make ship and boats easily and here is a simple way how to with nurbs it works in any application tha uses nurbs
and has a loft tool and so it also does in truespace but this is in Moi 3d......
you make one profile and copy it 4-5 times and then scale it and move it so that it is bounding on the top.
You can also slightly change the profile a little bit in Moi 3d you can do that on the fly and watch the boat change while you are changing ther profile
as long as you havent deleted the curves yet...
hit the loft tool and you are finished with the basic shape... then delete the top face and shell it or make a boolean for the top thats up to you...
pretty simple
Peter
Attachments
loft 1.jpg
loft 1.jpg (28.58 KiB) Viewed 4503 times
loft 2.jpg
loft 2.jpg (33.48 KiB) Viewed 4503 times
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

with a wallthickness
Attachments
loft3.jpg
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

In Truespace its not called loft its called skin surface tool but it works like a loft tool...
Attachments
loft 5.jpg
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

Same method can be used for polygon modeling ... instead of curves you extrude your basic shape and in the end you ad some split loops
towards the edges to get a sharp corner when you subdevide....... you can do some dividing if you want to avoid non quads.....
Peter
Attachments
BOAT POLY.jpg
Boat poly 2.jpg
Boat poly 3.jpg
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

subdivided....
Attachments
Boat final.jpg
Boatpoly 4.jpg
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

Thanks Ray, I will experiment with it, but I have one more question. Your way to do it works great if your boat has a flat back, but in the case of mine it is much different. See the image.
Attachments
Cutty Sark (Clipper) [LIMITED to 500px].jpg
JimB
Chief Petty Officer
Posts: 114
Joined: 21 May 2009, 20:34

Re: How to make ships and boats....

Post by JimB »

Here is a freeware hull making software called FreeShip if you get stuck.
http://sourceforge.net/projects/freeshi ... ion%202.6/"
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

Oh thanks, got it downloaded.
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

rjeff wrote:Thanks Ray, I will experiment with it, but I have one more question. Your way to do it works great if your boat has a flat back, but in the case of mine it is much different. See the image.
Its the same way you just have to look at the profile in case of this model you also need to thake into account the fin of that boat in the front and back.
In case of a real nurbs modeler you can boolean that fin onto the shape in case of polygon modeling you need to subdivide that boat once or twice and then model the fin from there on..... and you need to pull the edges together like I showed before on the hard edge also on the fin....
Peter
Attachments
Rumpf 1.jpg
Rumpf 2.jpg
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

You can do some tweaking from the basic shape you get all kinds of styles you can even store that initail mesh as a primitive
Attachments
rumpf 4.jpg
User avatar
Math Path
Chief Petty Officer
Posts: 92
Joined: 22 May 2009, 18:06
Type the number ten into the box: 0
Location: Germany

Re: How to make ships and boats....

Post by Math Path »

Hi, very interesting topic.

I noticed. 'taper* and 'bend' commands a very useful in case you are modeling historic ships. Its pretty quick way to give them their typical form.
Attachments
ship1.png
ship2.png
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

Ray can you give me a 3/4 view wireframe of that last boat. Math my problem is I don't know where to start. I am entering a new phase of modeling that I have really not worked with much, that I do need to learn.
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

Here is the wireframe of the not yet subdivided mesh......
But you need to also pull the edge of the fin together before subd because else it becomes round ( ad a loop to the edge on both sides)
Peter
Attachments
wire.jpg
User avatar
nigec
Master Chief Petty Officer
Posts: 561
Joined: 21 May 2009, 18:46

Re: How to make ships and boats....

Post by nigec »

with Sketchup you can get a plugin called "joint push pull", one of its uses is to pull curved faces, if you pull normals you get quick planking.
hull.png
would be a bit harder to do the bow of a boat though.. we will see ;)
Obviously it would need textures on each plank rather than a tilled image ;)
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

Ok Freeship is way to complicated for me. That progam is very serious I gotta say.
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

GRRR.. getting very frustrated with this boat hull thing. Nurbs seem to work ok but when I try to make curvy parts I have this errant line that pokes out. I adjsut one and some other one goes flying out. I can't seem to get it to work like I want it, and I know I just need to practice it, but I need help just getting started.
User avatar
richlevy
Senior Chief Petty Officer
Posts: 162
Joined: 17 Aug 2009, 20:08

Re: How to make ships and boats....

Post by richlevy »

Freeship has a commercial counterpart called Delfship http://www.delftship.net/" register for the forums they are free and you have access to a library of ships that you can load into the demo of Delfship and some into Freeship. These can than be saved into obj files, this is not the best way to model any ship hull you can think of, but it does allow you to have some of the most common types. WARNING... most of the ship hull geometry coming out of this program are useless in and 3D application, tools like 3DCoat, Modo and other re-topology programs are essential for recreating the geometry. (It can be done in TS, it is just harder and more cumbersome)

I have used the technique listed here by Rayman, it works pretty much the same in most poly modeling programs, some better than others. I never really liked the way TS worked with this technique, I guess the nurbs way does allow more flexibility in editing the curves afterward. I have a couple of ship hulls I was playing with a couple of weeks back on another computer, I'll see if I can hunt them down.

Rich
My Flickr site, here you can see some of the photography I do:
http://www.flickr.com/photos/rich-l/" onclick="window.open(this.href);return false;
User avatar
rjeff
Master Chief Petty Officer
Posts: 462
Joined: 21 May 2009, 18:26

Re: How to make ships and boats....

Post by rjeff »

That would be nice. I would love to get my hands on a model to see it first hand. This area of modeling is my next task, I need to learn how to do this. I have taken primatives as far as I can. I am just having issues getting the back curved part of the boat and then to get the hull to curve right. I get one, but I can't seem to get the other. I am missing a piece to this puzzle somewhere.
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

rjeff the back and the front are made the same way ! there is only a different curvature ! ;)
Here are some files to understand the workflow.. of a polygon modeler.. you just need to insert loops close to your edges if you wanr sharp corners there
everything else is plain extruding and scaling nothing great realy... !
Attachments
Hull.zip
(654.14 KiB) Downloaded 185 times
User avatar
Finis
Captain
Posts: 5410
Joined: 21 May 2009, 18:26
Type the number ten into the box: 0
Location: America!

Re: How to make ships and boats....

Post by Finis »

Hi RJeff. Sometimes Rayman is writing about making ships with nurbs and sometimes he is writing about polygon based (regular non-nurb) modeling for subdivision surfaces.

In TS:

For nurbs, I'd say use the skin tool but to get the round back do one of:
o Use vertical profiles, cross sections, of the hull and make the one in back of zero width so the flat part isn't there.
o Use horizontal profiles so the back curve is there. Make the bottom one zero width.

For SDS modeling I'd say use the sweep tool on a profile for the main shape. Then in point editing mode fine tune the control mesh (the base model without SDS) so SDS produces the desired results. Move edges and vertices and add edges to get the SDS form you want. To get a sharp edge in SDS add edges near it. The closer they are the sharper the edge.
Attachments
SDS.jpg
HProfiles.jpg
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
User avatar
RAYMAN
Captain
Posts: 2547
Joined: 21 May 2009, 18:56

Re: How to make ships and boats....

Post by RAYMAN »

Finis wrote:Hi RJeff. Sometimes Rayman is writing about making ships with nurbs and sometimes he is writing about polygon based (regular non-nurb) modeling for subdivision surfaces.

.
Yes i wrote about both methods and they arent that much different from each other since both need about the same basic shape (cross section).
Once you got the cross sections right its easy....
Peter
User avatar
nigec
Master Chief Petty Officer
Posts: 561
Joined: 21 May 2009, 18:46

Re: How to make ships and boats....

Post by nigec »

These were done in a similar way as Raymans first post
boats.png
I used sketchup and made a former and the biggest rib, the just copied the first and scaled it to the contours
then selected the curved outer edge and used the "from contour" tool to form the skin/hull
(the ribs are closer together on my boat and didn't take a minute like the example lol)
Attachments
Screenshot.png

Return to “General Discussion”