Hey so I'm working on this long boat for a school project. It's going to be done in high poly and baked down to low with normal maps. The final goal is to import this thing into both the Unreal and Unity engines.
I know it's no where near detailed enough for high poly yet I just thought I'd post the initial base and then I'll post more high and low poly progress as I go.
Due to the curve of the ship I'm going to be modeling in most of the planks myself rather than trying to create them using a texture. I'll also be cutting in details for the dragon head.
I will be doing the mast, sails and rigging ropes in the near future. If you guys have any ideas of what other details could be added in the high poly they would be much appreciated.
Replies
This isn't the final high poly yet but I figured I'd put up the progress I've made. I'm working on modeling in the planks along the side and bottom of the boat, the rigging ropes for the sail and mast and then some more detail on the dragon head. If you can think of anything else to add or fix that'd be great. I've also included a render of the control mesh that's being smoothed to create the boat base model, which is rather messy near the ends I agree, however I think I've fix any major smoothing issues that show up once turbo smoothed.
I did a bit more work on the high poly (smoothed out the curves at the front and back of the boat and adjusted the curve of the wood slats along the sides) and built the low I'm gonna be unwrapping and baking tomorrow so any more feedback regarding both the low and the high would be appreciated.
The poles and ropes are just made out of lines and cylinders and as I plan on making this an asset you see rather close up in game the number of sides for those pieces are relatively unchanged.
The low poly with wireframe
The oars, they were placed through the hull of the ship. Not above it. This prevented the oars from being washed away or dropped.
Try googling "havhingsten" (danish for seastallion) for good ref photos, as it is a painfully accurate reproduction of the longboat excavated in the roskilde fjord. "Gokstadskipet" is another query you might find useful, as it is a largely intact and beautifully preserved specimen that is on a museum stand, which should make it easier to read the shape.
But I would recommend you to make a clean shape with no lumps of the hull itself, before you start detailing with planks. Make sure your edge flow is nice and tidy.
Anyways, for the time being here's the finished product, textured and placed in a very simple scene in the Unreal Engine.