1.
The worst is behind us, I
think. It's time to put some
of the pieces together. Again,
I will concentrate on the
hull with oar-ports. Open
ship_tute9.lwo.
There is one more thing that
can be done while working
with a quarter ship: ribs.
Go to the Polygon Statistc
window and use the Surf: function
to select the Hull_In2 and
Deck2.
2.
Copy and paste them to layer
6. Just had a thought - it
happens. Go to layer 6 and
select Deck2 and cut it <x>
and then paste it into layer
7. Then select layers 6 &
7 together.
3.
In the side and top view,
just like when we made the
cuts in Part 3, you will now
cut the hull and deck into
thin strips. Go to CONSTRUCT/Knife
and cut where I show you.
Don't worry about them being
exactly even or in the exact
place where mine are. Just
get reasonably close. I highlighted
the cuts.
4.
Now delete everything that
is not a cut, and you'll be
left with something like this:
5.
In the sideview select the
points and slide them such
that all slices are about
the same width. Then go to
layer 7, what was the copy
of Deck2. Select all of the
slices and go to MULTIPLY/Extrude
and pull them up a little
and there are your deck ribs.
Select all of the polygons,
magnify to see if they need
to be flipped. Mine did.
6.
In Layer 5 do the same, but extrude
toward the inside of the hull section,
since the ribs that are visible above
the deck will be near vertical. Extrude
horizontally and flip polys if necessary.
7.
Paste them into a single layer and name
them Ribs. Go to the surface Editor
and copy and paste the default color,
but reduce the smoothing to 30 degrees.
Cut and paste the ribs into layer 5.
Here's what you should have:
8.
After selecting layer 4 &
5 and mirroring the content,
I just about pulled the plug
on this project. Subsequently,
I spent a lot of time tugging
the points at the merging
edge, until the hull looked
smooth. You are welcome to
play with this, but, if all
else fails, you can of course
download the .lwo file, which
I painstakingly corrected
to the best of my limited
ability. you can readily see
where the center is not integrating
very smoothly.
9.
Save your file as ship_tute10.lwo,
go to the Point Edit mode
and select these points. The
objective is to get a smooth
transition established. After
that, attack the oar-ports.
I found this task to be the
toughest so far. Have fun.
10.
Now the oar ports.
You can see the before and
after, here:
11.
On second thought, I think
we want to flatten the whole
midsection in a little. Select
these points and then with
<t>, while holding down
<Ctrl>, give it all
a little push to the top of
the screen.
12.
There, this is way, way better.
Now I'm getting happy again.
13.
After all is said and done,
and you've sweated appropriately
over your creation, you should
have a reasonably smooth joint
and are ready to mirror everything
in the necessary axis (Z in
my case). What we have is
one nice looking Gokstad Viking
vessel. Whew! Save your file
as ship_tute13.lwo
14.
Looking at the photo at the
top of the page, I see that
a small cover is applied over
the upper part of the ends.
To do something similar (keep
in mind, as I already said
before, each Viking vessel
was a one-off construct and
uniquely built by one shipwright
to the specifications of the
local Viking land owner, who
had the wherewithal to afford
a raiding or trading vessel.
So barring some real weird
stuff, we are never wrong.).
Select the points as I showed
in the end-on view. When you
do that, and hit <p>
to create your polygon, you
will immediate discover that
you are also selecting the
points on the opposite
end of the ship. Set your
views up as I did, then delete
the opposite number. Also,
you may want to do a point-merge
(<m>) first on those
points you intend to connect
with a polygon. I found that
to be very helpful. I named
the polys "endcap". For efficiency
sake, select the points twice
and delete one side, make
your poly, select them again,
delete the other side, and
make the second poly on the
opposite end of the ship,
and so on. I will go only
four polys down.