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Modeling a Viking ship with splines

By Karl Stocker
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Date Added: 30th December 2010
Software used:
LightWave

1446_tid_Image2-19.jpg
7. Now it's time to patch the keel. You know the drill. In the perpendicular view in the layer with the keel, select the polygon lines (in this view) L, R, Bottom, Top. You have to enlarge the picture a lot to see them clearly, near the tip. I suggest that for the thin edge of the keel 1x5 polygons will be fine. On the side use the same as we did before, 2x5. With faces selected here is what you'll have. Cut and paste the patch to a new layer. Continue until all three sides of the keel are finished. For practical reasons, it will be easier to finish the top and bottom edges first, then reset the numbers and do the wider outside edge. Don't forget to flip the faces where necessary. The little top area you can just close off the old fashioned way. Select the corner points sequentially and hit

to create the polygon. Make sure it's pointing up, or flip it. Copy it to the mesh layer as well.

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8. BTW: To tell you what may happen. While transferring a patch, I accidentally cut some of the lines to the patch layer. It happens. When I returned the lines to the spline cage and attempted to patch the next section it gave me the dreaded "The curves don't cross correctly" message. I figured it had to be points and went to the point edit screen and hit (m) and did an automatic point merge. 16 points were eliminated and that fixed my problem.

Once the narrow edges are finished, start on the wider, outside edge. Continue as previously discussed.

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9. When all done, this is what you'll have. Save your file as ship_tute4.lwo (click "ok" about the overwrite)

10. Let's do a little test render, and I must say, I am not displeased. We're right on track.

1446_tid_viking_g1.jpg
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11. I will give the oarholes one more try. The last attempt did not come out particularly well. There were huge stress lines in all of the affected panels and I am still asking questions about what we can do about that or if we want to live with that. I will provide both ship panels as options as well as the Boolean objects. In the end you can make up your mind which version you want to pursue. So, in the meantime, just copy the Boolean objects from the attached file to your practice file and perform the Boolean operation as I describe it. With the Boolean objects in place, create a copy of your hull in a new layer.

12. With the hull in the active layer and the Boolean objects in the background layer, go to MULTIPLY/Booleans or (Shift)(B), and the Boolean CSG window will open. Select "Subtract" and hit ok.

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13. Here's what you'll have. A perforated hull segment, artifacts and all. Apparently this is a tough one for the software. Not to worry...


14. Simply, in the polygon edit mode, select all of the offensive polygons, (best done in the lower-right viewport - head-on view) and make sure you get the circilar end polygons too. Like this, and then hit (x), and they'll be banished into cyberspace - unless you hit the (u) key. Then you can get them back, should your dark little heart desire that.

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15. At last, here is the hull segment, oar holes, stress areas and all. Save your file as ship_tute6.lwo What happened to file 5? I used it as the before Boolean and 6 as the after Boolean operation. Anyway, the Boolean object is in layer six of the zip file. Have fun. Render the result and see what you think. Maybe it's nothing, but at this time I am not pleased. Hang tight, however, in Part 3 we'll take care of this.





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