First Modeling Steps for my mod


#1

Yeah, A Day with many tutorials, modding tries and fun later, I decide to try my own mod :smile:
While the coding isn’t the problem, design is. So I just opened a thread where you can tell me how bad I am until I cry… ^^

First try on something big, still Work in Progress so many details (like sail, ropes, prow, rear) are messing. But after spending some hours it’s time for work and time for some feedback :thumbsup:

The longboat in total:

Some details:

Happy about every feedback. I need it :smiley:
Greetz


[mod concept] Defend the Hearth
Import problem with multiple matrizes
#2

This isn’t bad actually. It’s certainly better than what I can do. Just don’t focus too much on detail and don’t overwhelm yourself.


#3

The design itself is not bad, but the ship doesn’t really match Stonehearth design, and will also be really hard to use without extreme lag/crashing.

Try making a small ship, then enlarging it (x8 most likely)


#4

I feel the same thing, awesome details and a really nice ship!
(But there’s a but(t).)
But is it too detailed to fit with the other SH characters and houses? Look at Cthulhu, he’s big but by the amount of voxels. At the same time, the shields would not not look that awesome without details.

I would however love to see the cute StoneHearthians run around on the ship, messing with the sail or the oars… despite the perhaps over-detailed ship it would look so awesome :smile:

edit: 3 “awesome” (4 included that one) in the same post. I’ll leave them all, because you deserve them :wink:


#5

i love this viking ships the way how you’ve added the shields the oar holes the seats and their stands


#6

Yeah, it it a little too large. The model would not fit in with Stonehearth’s simplistic, yet charming style. It would also lag like hell. The detail is nice though.


#7

WOW! Thank you all for your really kind words :smiley:
But first of all I have to give an “awesome” back to the Stonehearth-Team, because the ship can used without any lags (just a little more loading time^^). You’re right with the “too much details” at some point, but I just started with a detailled shield and a bench and then add the rest. Using a small ship and enlarge it would stretch these things too and a shield would be something like colored a 2x2-square.

Maybe it would be a good option to make a less-detailed hulk and just adding detaillied shields and benches afterwards, so it would look in some ways like a big house. Maybe that would make a nice compromis between loading time and details, have to try that out. And at least this would be the biggest thing in my mod and the other ships could be much smaller. It would be more like a giant “WOW!” effect ^^

So here is just a quick InGame-Screenshot of the StoneHearthians running around (or through :D) the longboat:


Greetz


#8

nice work @Programmierer! :+1:

very reminiscent of one of our “elder” members, @TobiasSabathius (who is absolutely among the modeling elite)… here’s a direct link to his Viking ship (but i suggest you start at the top of the thread):


#9

It’s a really great model, but one of the hardest things about modelling for Stonehearth is getting an easily readable model when using as few voxels as possible.

@Tom makes it look easy, but it isn’t. (which is why I secretly hate him. No one should be that talented…)


#10

Just try to keep it on the small side. Have you ever wondered why large boats were not added to Minecraft?


#11

An excellent model there :slight_smile: .

It’s certainly one way. Vanilla SH houses are extremely simple models, with the more complex doors & windows tacked on later - should be possible to do the same with your ship.

Anyway, a lot depends on just how many of these you plan on having. For example, one ship per settlement (likely, if you’re going to fill all those benches with crew :open_mouth: !) means you can afford to use many more polygons - if someone builds a few dozen of them on their 6yr old PC and it breaks… silly them in my opinion :stuck_out_tongue: .


#12

WOW! Thanks to all for the feedback =)

[quote=“Teleros, post:11, topic:7090”]
Anyway, a lot depends on just how many of these you plan on having. For example, one ship per settlement (likely, if you’re going to fill all those benches with crew !) means you can afford to use many more polygons - if someone builds a few dozen of them on their 6yr old PC and it breaks… silly them in my opinion[/quote]
The player can’t build these monstrum. It’s kind of the final enemy of my mod. It just have to sail till the coast and spawn a little army of brutal warriors. So let’s see how the game can handle the final model.

@SteveAdamo Yeah, I saw his thread and I’m totally jealous of his talent. There are many great things in his thread!

So I will try to build a second and smaller ship with a less-detailed hulk. Maybe it’s look more like stonehearth =)


#13

One question in progress: Is there a possibility to scale the model ingame? I just own the “Hearthtone-Version”, so I can’t export my model to .obj at the moment. In the json files I found the scale-order, but

        "render_info" : {
         "scale" : 8.0
      }

don’t work :S

Little Update:
The Full longboat in high details kills Qubicle. So i will try the less detailed version…

------------------------------------------------------ EDIT ------------------------------------------------
So here we go again. Now tried to make a hulk out of 8x8-Voxels. It’s really hard to get the curves right :-/
But here are the first impressions. The hulk as it is in Quibicle:

I couldn’t scale the Voxels right now, so I just stretched them to 8x8 little Voxels. But the ingame look is the same, just need some seconds to load.
The hulk aside some small StoneHearthian:

A look at the inside. Playing with the thought of bigger shields. Plus new benches. More details like the Dragonhead, the sail, some ropes or the rear could be added. The small hulk has just so many KB like a handfull villagers, so there is no lag risk.

Last but not least, a comparison between the old and the new one. The new one is a bit longer because every rowbench is now 24 instead of 16 pixel long. So free legroom for every viking :smiley:

That’s it ^^
As always happy about any feedback or improvement proposal! =)


#14

However, it isn’t impossible. [WIP] Small Boats (Elegant Punt & Whitehall) - WIP Mods - Minecraft Mods - Mapping and Modding: Java Edition - Minecraft Forum - Minecraft Forum


#15

Really great I can’t waitto explore new land with these EPIC boats listening to EPIC music. (While watching bunnys on my captains shoulder.


#16

[quote=“Nicedude80, post:15, topic:7090, full:true”]
Really great I can’t waitto explore new land with these EPIC boats listening to EPIC music. (While watching bunnys on my captains shoulder.[/quote]
Haha, thanks a lot.
In my planned mod this isn’t possible, but go on and tell @Teleros how awesome a sail mod would be.
And then hope, that he/she/(it) has lot of free time :smiley:


#17

Wow! This is awesome. Team Radiant is looking forward to seeing how it turns out!


#18

Working on details is frustrating. Working for hours and after that you see no big difference :smiley:
But after all, some progress is ready to be shown. Working on the mast, it’s holding and some ropes. To save voxels, every rope is made of 4 (small ropes) or 13 (long ropes) different matrizes. Very annoying work, but it has to be done.

Because of import problems, there’s only the Quibicle Turntable today:

Greetz


#19

Hey everybody,

as said I have some problem with importing my qb-Files to Stoneheart.
Just worked fine for a long time, but now, my modell is all messed up :-/

As seen, the mast is messed up, the shields are on the wrong side (7 shields where 8 should be) and the middle ropes showing in the wrong direction, while the long ropes are totally wrong. Seems, like the hole detail-model is turned 180° and some are just positions are messed up. But in Quibicle everything is alright and the .qb-File looks like it should be:

So I really don’t know, why this is so messed up. Thought this could be a side effect of importing two .qb at the same time, but if I just import the details.gb it looks the same way.

Importing just the rope also creates just a messed up modell, so i thought, that some Quibicle-Transformation like “Flip Axis” aren’t supported, but as the .qb-files looks alright, I don’t have any clue. Without the ropes, the old detail-version just worked fine, but not now.

I wonder wether there are some settings i could have activated accidentally? Ore are there some operations, that aren’t supported? Maybe someone has a clue…

Greetz


#20

hey there @Programmierer… I’ve merged your issue with the parent thread, since @sdee and company are already watching your progress here…

here’s hoping someone can make sense of your issue! :+1:

p.s. paging @voxel_pirate, @Froggy:smile: