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USS Pennsylvania: CG Model

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  • Member since
    November 2005
USS Pennsylvania: CG Model
Posted by Anonymous on Saturday, November 12, 2005 11:23 PM
Hello all, this may be a bit different from your 'normal' model, but I figure all the things that will need fixing/critiquing will be the same.

I'm a cg artist (well, aspiring anyway) in one of my last classes at a tech school for computer animation.  I have, for the past 2-3 weeks, been modeling the USS Pennsylvania (BB-38) and of course halfway through a gentleman from another forum points out that the FineScale Modeler mag has an article on that.  So I ordered that, and meanwhile I'm guessing that C&C (comments and critiques) from fellow modelers here---if in a different medium---will be very beneficial.

So, here is some pics of my progress so far:
Early on:


Now:






Details of the guns: Oerlikon 20mm:


Bofors 40mm AA:


5in/38cal:


14in/Mark8:


Sorry for those of you with dial-up: I know this is a lot of pics. >.<

The software I'm using is Maya 7, and I plan to texture it eventually (paint it in cg, essentially).  The shadows and lighting is very off atm, mainly because these pictures were intended to show fellow cg modelers all the little details for crits.

Any C&C is welcome, as well as if anyone has additional reference it would be much appreciated (I've gone through many sites like www.navsource.org already, but still could use more)!

EDIT: oh yeah, this is going to be (besides for school) a christmas gift for my grandfather, who served on board her in the last year of the war.  So I need to keep moving on this to finish it in time. . .
  • Member since
    April 2005
Posted by ddp59 on Sunday, November 13, 2005 11:55 AM
the barrel walls of the 5" & 14" are too thin, you need to thicken them or the next time they fire, they'll split apart.
  • Member since
    January 2003
Posted by devinj on Monday, November 14, 2005 11:11 AM

Nice job!

Any idea how similar your Maya program is to Rhino?  I'm ordering Rhino this week and will commence to curse loudly as I teach myself how to use it.  I don't really have any plans of doing full digital models at first, but your work is a great example of what can be done.

-Devin

  • Member since
    March 2004
  • From: Pacific Northwest
Posted by MBT70 on Monday, November 14, 2005 9:18 PM

Nice work ... that takes skill, talent and a lot of research.  But you should take a hard look at the 14"/45 cal. guns ... they are the heart and soul of a battlewagon and have an awesome presence in real life.  The barrels are thicker at the trunion, then taper down with a couple small stepped sections less than halfway out.  The muzzles, especially, need to have a good, thick jacket of steel around the bores to carry through that massive, powerful look.  I'd say if you redo the gun tubes, it will really carry that image farther.  Take a few minutes and look at photos of the barrels ... you'll see what we mean.

And by all means .. show us some more ... great stuff!

Life is tough. Then you die.
  • Member since
    November 2005
Posted by Anonymous on Tuesday, November 15, 2005 6:32 AM

Thank you, both for the kudos and the pointers!   I recently was sent a pic that showed a front on view of the muzzles, and I see exactly what you mean: I'll need to rework that, as well as the entire 5in/38cal lol (I modeled it using reference from another ship---the Texas I think---but I recently received pics showing how different the details are on the Pennsy.

My project has sort of split into two different parts now: one version is for accuracy, and I'm reworking things as I go, while the other only nominally resembles the Pennsylvania and is just for having something to turn in to the teachers.  So it might be a couple days before I post an update, as the version I'm focusing on right now (because I have a deadline in order to pass my current class) is the inaccurate one, and I don't even want to show you that one lol (it looks really bad to anyone who is at all familiar with that type of battleship, but the teachers don't care as long as they have a 'finished product' on their desk by that date).

Thanks again, I'll try to have an update (if only of different angles/renders) soon!

Rhino vs Maya: I have never personally used Rhino but have heard quite a bit about it.  It's supposed to be much easier to learn than Maya, but is only a NURBS modeler; polygon can be imported but not manipulated much at all, and Sub-Ds don't even enter into it.

Because the software focuses on NURBS I hear it is much easier working with them than in most other programs, but rendering is a little lacking (then again, the majority of people when using any program use external/plug-in renderers like VRay or Mental Ray).  Little/no rigging, vfx, animation, etc. ability, but that makes for an easier learnig curve as well.

I would say if you want to do the prop/mechanical/structural/hard body modeling go for it: this program seems to have those covered.  However, if you want to do characters, detailed organics, environments, or effects you may want to get a different software package.

  • Member since
    November 2005
Posted by Anonymous on Tuesday, November 15, 2005 1:28 PM
It looks real good so far! I'm not sure how detailed you want to go but I have some pics of a twin 40mm Bofors mount that would help with the ejection chutes ( yours are shown with the 2 sets of 2 pipes at the front of the mount below the barrels upper sections missing), crew stations and other details.
  • Member since
    January 2003
Posted by devinj on Tuesday, November 15, 2005 3:53 PM

Thanks for the Maya vs. Rhino breakdown.  Right now I'm only interested in doing some ship hulls so I can print them out on a friend's rapid prototype machine (essentially a 3D printer that uses wax).  Rhino does have plugins for the animation, etc., but they're something I can add later when I'm ready.

Thanks,

Devin

  • Member since
    March 2004
  • From: Pacific Northwest
Posted by MBT70 on Tuesday, November 15, 2005 5:37 PM
Have you ever used 3D StudioMax?  I have version 4, but a lot to learn as well.
Life is tough. Then you die.
  • Member since
    November 2005
Posted by Anonymous on Tuesday, November 15, 2005 9:18 PM
claymore68: I'm always interested in more reference, so if you want you can email me, or however you want to go about it.

About 3ds max, I actually started on Autodesk Inventor 5, moved to 3ds max, then when I went to tech school started with Maya.  Because, while I was using max, I taught myself (and ignored the tutorials more than I should have) my models as I look back on them were pretty bad lol.  But, it whetted my appetite certainly.

  • Member since
    November 2005
Posted by Anonymous on Wednesday, November 16, 2005 12:54 AM
You should have 'em by thu. afternoon my time (central US) in a zipped file.
  • Member since
    November 2005
Posted by Anonymous on Friday, November 18, 2005 4:55 PM
Sorry for the delay. Anyway these latest pics are actually rather inaccurate, I rushed the ship to finish in time for class, so the superstructure and much of the area directly behind the stack is rather inaccurate. I am planning to go back and redo those areas, after a week of taking a break for other proj (so Tues/Wed I should be back on task).




  • Member since
    March 2004
  • From: Spartanburg, SC
Posted by subfixer on Saturday, November 19, 2005 6:36 AM
Beautiful job! Now to find a computer game worthy of these fantastic graphics.

I'm from the government and I'm here to help.

  • Member since
    November 2005
Posted by Anonymous on Saturday, November 19, 2005 11:10 AM
 subfixer wrote:
Beautiful job! Now to find a computer game worthy of these fantastic graphics.


Give it long visual and fire ranges and replace the US DDs in BF42. Big Smile [:D]
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