modeling a boat hull

modeling a boat hull

grue1970
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Message 1 of 6

modeling a boat hull

grue1970
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hello.  working on modeling a boat hull.  my approach is that i have a solidworks file and i started by creating strips with polygon modeling tools, then extruded edges and pushed an pulled in the 4 viewports and perspective.

 

in getting the shape of the bow, where it more or less comes to a point, i'm wondering about the vertices highlighted in the attachment.  everything is quads which is good, but it seems like it's a little tight in this particular area.

 

any feedback on perhaps a better way to organize this particular area?  thanks!

 

 

3ds Max all versions past and present | GPU Rendering on 2 machines | Standard, MentalRay, MentalRay IRAY, IRAY+, VRAY, Arnold
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Message 2 of 6

Anonymous
Not applicable

There are a variety of things which could be done here, depending on the ultimate end-goal of the project.  Will the model see subdivision? Is this intended for high poly, or low poly, and will there be any baking involved?  If subdivision will be used, then have a look at that area after a couple iterations of Turbosmooth or OpenSubDiv.  Does it create artifacts?  If not, then you might be able to just let it go.  If it does cause pinching or artifacts, then you can try selecting some of those vertices, and applying a relax modifier on them with a couple iterations, to spread out the surface area a bit.  There's also a few techniques you might be able to try wich involve running a different edge flow on them.

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Message 3 of 6

grue1970
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yes, i'll probably do at least one iteration of subdivision.  so right now, all i see is that it's pretty pinched when i add 1 iteration of turbosmooth.  which actually should be good, since the peak of the hull is pretty pointy/knife edgy. so i've just got to make the rest of the edges tighter.

3ds Max all versions past and present | GPU Rendering on 2 machines | Standard, MentalRay, MentalRay IRAY, IRAY+, VRAY, Arnold
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Message 4 of 6

blakestone
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I have modelled a number of ships and will always model a very basic outline and focus on getting this correct then subdivide (using turbosmooth) "1" sometimes "2" iterations. Here is an example, hopefully it helps with your project.

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Message 5 of 6

grue1970
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ah thanks.  i think it's just a matter of me trying to smooth things out, and start with fewer polys so when i make that area again there won't be as many verts in the area.  the other thing i noticed is my tsmooth isn't so smooth. 

3ds Max all versions past and present | GPU Rendering on 2 machines | Standard, MentalRay, MentalRay IRAY, IRAY+, VRAY, Arnold
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Message 6 of 6

Anonymous
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Use OpenSubDiv, unless you have some good reason not to, like some unusual backwards compatibility thing.

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