Previews of new Titanic Model in Ship Simulator 2008


Apr 20, 2004
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Hi

Here are some deck shots of the new Titanic model I'm working on for the new version of Ship Simulator (Ship Simulator 2008). There's some railing to add, and the rigging is not done yet - what you see here is just a rough rigging model.

Lounge Roof:
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Officers Area:
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The final model will render in real-time as a working ship, with a fully working bridge. It will be possible to walk around on the decks and promenades, and in order to get access to the aft well deck and poop, there will be 2nd class staircase interior.

Full interior will be released as an add-on later.

Jason
 
Apr 27, 2007
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really nice, especially considering it's going into a game engine, however, how will the lightning inside the game work compared to you current renders? I see that you do make a good use of shadowing in those images. But I also remember the other version using quite a dull lightning on the ship in the game.
 
Apr 20, 2004
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Emil

Thanks. We use lightmaps for the shadow effects. The aim is to get it looking the same, but some objects won't be lightmapped, mostly dark objects such as bollards and capstans. All the decks and walls will be lightmapped, and hopefully everything that's white.
 

Bob Godfrey

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Nov 22, 2002
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It's a fine model. Very pleased to see that in the next edition it will be possible to 'walk' on the after decks. Hopefully also it will be possible to 'climb' up the short external stairways leading to the raised decking above the smoke room and lounge? And maybe the external ladders connecting some of the upper decks - would save a lot of footwork!

In external view mode, it would be great if it were possible to centre the viewing angle on locations other than just the Bridge.
 
Apr 27, 2007
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Jason I'll reply here instead with an additional question

As for my model, it should have somewhere about 325 000 faces without the docks and animated crowd etc. last time I checked, but whenever I'll take the time to optimize it I can bring it down quite alot, and then I mean alot since some objects like my railings are to dense in polycount.
how about you game-engine optimized one?

Would you mind render more hires (atleast 1000x500 or similar) images of the ENTIRE ship so I can look more closely?
 
Apr 20, 2004
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@Bob
>Hopefully also it will be possible to 'climb'
>up the short external stairways leading to the
>raised decking above the smoke room and lounge?"

Oh Yes! It's not just eye candy :)

>And maybe the external ladders
>connecting some of the upper decks -
>would save a lot of footwork!

No. That would require ladder functionality programming and as far as I know there isn't any of that.

There will be some new instruments on the bridge though, the brass telegraphs will shine :)

@Emil
We're pushing about 600,000 unique and a further 600,000 instanced with this one, that's around 1.2 million total. That's the optimized version....

I'll see if a can render one for you later tonight.
 
Apr 27, 2007
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oh thats intressting, I'm at about 1.35million with the entire crowds and the docks. I do however not have the several deck details that are visible when you "walk" around the ship that you obviosly need to focus on ;)

I'm also curious, the game engine, are you pushing for new technologies in it? as far as water effects, different material effects are concerned? bassicly getting an overall better look? How poly dense scenes can it actually handle?

and thx for looking into rendering new overall images later
 
Apr 20, 2004
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@Emil
We'll be using some pretty cool effects but nothing revolutionary. There will be new ocean waves, open sea and so on. The game engine can handle very dense poly scenes - hence I can get away with this massive model!!
 
Apr 20, 2004
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Emil: Here's the full ship. I made this render just now. It's NOT completely assembled here. Many windows missing from aft deck houses, and other things.

whole_ship.jpg
 
Mar 3, 1998
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Jason,

Just for comparison, my Turkish Bath Cooling Room model is over 7 million polygons, and my Boiler Room 5 & 6 model is almost 9 million.

Parks
 
Apr 20, 2004
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Parks: I saw some of your work on Marconigraph. And your telegraphs ages ago. Great stuff - but I have to ask you, what kind of software and computer are you using? I mean my PC would just die if I tried to render nine million polygons in a viewport using 3D Studio Max.

Since this model has to work in real time, the idea is to get the polygon count as low as possible. Even so, we're pushing the limits with 1.2 million. The interiors will have about 1/10th the polycount as yours.

Jason
 
Dec 2, 2000
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Jason, just a thought but when you get done with all these renderings, you might want to consider putting them up on a website of your own if you can afford it. The only one I know of who had a dedicated 3-D website devoted to the Titanic...both exteriors and interiors...was David Clarke, and he hasn't done much with it in a very long time.

I think it would fill a very useful niche.
 
Apr 20, 2004
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Thanks Michael. It's already being planned :)

I really poor at marketing myself with such images. Emil woke me up.

I'll post a link to it when it's done.
 
Mar 3, 1998
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Jason,

I work in Lightwave 3D on a dual-processor 2.5 GHz Power Mac G5 that Jim Cameron gave to me for the purpose of building my CG models. Even that computer, though, has difficulty dealing with those high polygon counts. When I tried an animated fly-thru of Titanic's boiler rooms, I could render only 10 frames at a time, else the program would crash.

I am aware that my models are too polygon-intensive for animation, but I use them for other purposes. In my Marconi Room model, each wireless component can be disassembled like the real thing. In my Turkish Bath model, each of the screws of the coathooks can be removed from their countersunk holes. In the boiler rooms, each rivet in the boiler casings is individually modelled. I need this level of detail because I use the CG models as forensic tools, to brief divers on what they should find and catalogue what they have found. In this way, for instance, I was able to tell by comparison that the stoking indicators in Britannic are of a different style than the ones used in Titanic. I also can learn how an apparatus works by building it from scratch in a virtual model. I learned about the wireless apparatus by building each component, so much so that I was able to fill in gaps left unintentionally in the period documentation.

You will never see my CG models used in an animation (although I did compose a brief animation that re-created John Chatterton's dive route in Britannic's No. 6 Boiler Room for the upcoming History Channel show on Britannic), but I can render single-frame images that can be used for illustration in books or on TV. Some of my Marconi Silent Room single-frame images were used in the un-aired Cameron edit of the Discovery Channel's "Last Mysteries of the Titanic," and I will use them as illustration for the book that I intend to someday write about the Marconi apparatus.

I taught myself how to use Lightwave and the only way that I know how to build an object is to create every detail. I am not expert in using image, transparent and bump maps to give the illusion of detail. I cannot build the entire ship -- as you have done -- because I would create too much detail in the model. For my sinking simulation, I borrowed someone else's model. I wish that I could build the entire ship, as you have done.

I also wish that I worked in Studio 3D Max. When I worked on "Ghosts of the Abyss," the animators used Lightwave and it was from them that I learned the art of computer modelling. Nowadays, most animators working in film use Studio 3D Max. That means that for the fly-thru animation of the Turkish Bath Cooling Room in LMoT, the animators at Earthship Productions had to build their own version of my CG model, using orthographic views that I rendered for them. If I had Studio 3D Max, they would not have had to copy my effort...I could have shared my models with them directly. But, I work primarily on a Mac and Studio 3D Max does not run on a Mac.

Parks
 
Apr 20, 2004
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Parks,

Thanks for the information. I'm amazed that you can do it even in a program like Lightwave, on such a computer. The computer is definitely a powerful one, but in the PC class still.

> Jim Cameron
Wow. If I ask nicely will he give me one too?

I've seen quite a lot of your CG work, including the Marconi room & other stuff in GotA. I was thankful for it, as it really brought to life that part of the ship. Superb book and DVD, btw.

I wish I could model in high detail like you're doing, but as you pointed out, a whole ship would just be too heavy like that. Can only be done with the computing power of a company like Pixar or ILM. How you model (whether high or low polygon) is determined by the purpose of the model which is of course decided at the outset.

As I said, our interior the meshes will be about 10 times lighter than yours, but even that would to too massive for a whole ship, so it won't all be render at once. Groups of rooms will be rendered when you're in them, then turned off when your in another part of the ship.

We can only look forward to the day when supercomputers are as commonplace as the PC is today. I think mulitcore processors are probably the way forward, but instead of dual, 32 or 64 core etc.

Jason
 
Mar 3, 1998
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Jason,

Yes, Cameron gave me the computer and I gave him all of my CGI. He got the better part of the deal, since I spent two years researching and building the million-polygon models. No one, not even Cameron, could afford that effort if I charged the industry rate for the time I spent. Even so, the deal worked out well...I got a computer that I couldn't otherwise afford and he got CGI that he couldn't otherwise afford.

The CGI in GotA was done by Lightship and Creative Logik Universe animators. I learned how to work Lightwave while advising those animators. For the Marconi Room model in the GotA companion book, I built some basic 3D objects in Solidworks (my first 3D program, before I bought Lightwave) and Ken Marschall added detail in Photoshop.

For LMoT, we tried to export my Lightwave objects in .3ds format so that the Earthship animators could use my objects in their Studio 3D Max program. However, there were conversion issues that the animators could not solve, so we had to give up that idea. I have tried importing .3ds objects into Lightwave, but they don't import well, even with the proper plug-ins.

We should have this conversation on CGTalk...probably boring the Titanic people.

Parks

P.S. I just looked at the Marconi Room model in the GotA book. That version is very much out of date. I continued my research after GotA and the 2005 dives gave us new information. My latest version of the Marconi Room is significantly different from the GotA version. It's also much more detailed, since I learned more about 3D modelling while I worked on the Marconi Room model in Lightwave.
 

Tripp Carter

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Jun 27, 2004
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this model is absolutely amazing! you all do such a great job with 3d modelling, i only wish mine could compare. i took a 3d animation course this semester and learned how to use maya, but i have yet to be able to properly tackle anything on the titanic.
 

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