Hearts of Oak: Conquest of the Seas is a non-commercial PC game being developed by PiratesAhoy!, and is to become the historical seafaring game to end them all! Fun, realistic gameplay on land and at sea, set during the Age of Sail, will provide extensive free play, exciting scripted storylines and intense multiplayer scenarios.

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RSS feed Report content Concept Render: Full-rigged ship (view original)
Concept Render: Full-rigged ship
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plyuto518
plyuto518

Very amazing concept art picture thing.... Its beautiful.

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Shoelip
Shoelip

Nice.

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myxale
myxale

Love it. It's such a classy beauty.

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emptyDnik
emptyDnik

i don't know anything about those ships and all but i was wondering.. shouldn't the cannon arrangement be lined up with the curve of the woods or the yellow colour of them?? btw i look forward to how this game will turn out to be.. kinda excited :)
edit:oh i guess my comment could be out of contest cause its a concept art? if so nevermind

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Armada_ Author
Armada_

I can see where you're coming from, but actually the cannons really are lined up as pictured. This is mainly because they follow the slight curve of the gundeck, which is much shallower than that of the exterior planking.

(And it is a valid comment; the model itself is based on real plans and will be included in the game. Only the sea, sky and sails are for concept purposes.)

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BPS
BPS

Does that mean the sea pictured is in-game quality? It looks amazing!

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Armada_ Author
Armada_

No, it's only part of the render scene in Maya. The actual sea will look very similar, though.

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PostCaptain Creator
PostCaptain

The paint doesn't have to follow the curve of the deck. In this case, it looked better not following the line of the gun deck because of the position of the quarter galleries. (the windows on the sides, right aft)

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emptyDnik
emptyDnik

thanks both for your resposes kind sirz. hopefully that will prevent my mind from annoying me with this when i see it again :P

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Insolent.
Insolent.

Beautiful ship - I'm in love with any game that will let us sail something like this!

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Armada_ Author
Armada_

There will be plenty more where that came from. You should see what some of our other modellers can do...

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Killerjoy96
Killerjoy96

Armada how many tri's or poly's does this have?
Interested to see how much more poly's are getting used with this engine.

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Armada_ Author
Armada_

The ship itself has just over 90,000 triangles (around 30,000 are for the cannons). The model still needs the cargo hold to be added, but that will probably only add around 10,000 tris at most.
I would expect larger ships to weigh in at between 150 - 200,000 tris maximum. We're still trying to stick to reasonable limits, but the quality certainly isn't being compromised! :)

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Guest
Guest

Thanks for the reply. Could you tell me if there's a possibility for me to get unbanned from the forums of PiratesAhoy!?

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Killerjoy96
Killerjoy96

Sorry this was my post but wasn't logged in yet.

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Armada_ Author
Armada_

I'll speak with the other moderators and see what they think.

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Killerjoy96
Killerjoy96

Okay thank you armada

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Killerjoy96
Killerjoy96

Armada,

BTW the game is expected to be released in a couple of years right? Than 90K tris might be a little low seeing that a gun in MW3 on High Sets allready takes up 10K tris. to make the decs look like eye candy the tris might be upted a little seeing that a pc will easily run it when the game gets out.

However i don't know what machine you use to create the model. And do you guys all use now Maya 2013 or does some use 3ds max etcetera. Also Is there a concept artist for the characters. And does someone have Zbrush as seemingly looking on the web to be the best face modelling tool.

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Armada_ Author
Armada_

You can't compare a gun to an entire ship. :P

A single ship with 90,000 tris might not sound like much, but what about ten to twenty of them in a single battle? And each ship would have a good number of high-detail crew members walking around and firing cannons etc. In boardings, they also need to use weapons, adding more tris to the scene. Throw in dynamic weather and particle effects, and soon things get pretty crowded, so many PCs would struggle to maintain a high frame rate. It is in our best interests to be conservative about tri-counts, yet the quality will still be extremely high.

For example, can you see any obvious shortcuts taken with the ship in any of the images I posted? Can you honestly say it *needs* more tris in order to look good, after the amount of detail I've already given it?

In answer to your other question, Maya and 3ds Max are the most popular programs among our modellers. Not everyone has the latest version of either, but that doesn't affect the quality of what they can produce.
We do have someone that posted some character concepts a while back, and Zbrush has been mentioned a few times. Not much has happened with characters yet, though.

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Killerjoy96
Killerjoy96

Okay Armada,

My comment about the tris wasn't really well thought sorry for taking your time in that case. But it was more thinking on the long term cause obviously our computers will be more stronger and i meant more that maybe later more detail in the things on deck can be done.

The model now looks allready splendid. I didn't thought about the crew for a moment cause they must look very live-like too.

Maybe i'll try out Zbrush read somewhere that it doesn't require a good videocard and seeing that my laptop only has Intel HD 3000 inside that might be a problem for Maya and 3ds Max.

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Killerjoy96
Killerjoy96

Armada,

How do the other moderators think about unbanning my IP?

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PostCaptain Creator
PostCaptain

I am neither a moderator, nor Armada, but I am very familiar with the events that caused the ban. Therefore, I too will thrown in an opinion if asked. Other than that, I haven't seen Thagarr around lately, so you might not get an immediate answer.

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Killerjoy96
Killerjoy96

Has anyone seen the PS4 reveal?

Quantic Dream was there (Heavy Rain,Beyond Two souls) they said that in Beyond Two Souls they're using 30K polys for a single character model.

This would mean that you can create extreme nice looking character models this would be very nice. I'm certainly not saying to create characters that have 30K polygons. I'm more if they use it for a single character than it must be possible to create nice looking characters with less but even for the crew having more poly's/tri's would be awesome if they are just extremely detailed. 3d and Textures.

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Armada_ Author
Armada_

I did see the PS4 reveal - what they showed looked very impressive to me. Shame they didn't show what the actual console will look like...

Given that there will be quite a few crew members walking around on each ship, it would be pretty daft to model each one with 30,000 polys, even with effective LODs. They will still be pretty detailed, though.

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Armada_ Author
Armada_

Well, Thagarr said he would want to see a significant change in your attitude before considering whether to lift the ban. I'll talk with him again, but can't make any promises.

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Killerjoy96
Killerjoy96

How can i show him my attitude changed if i can't get on the forums or anywhere else that he might look at.

Thank you for trying.

I didn't say 30K each cause that would be too damn high for UE3 to support i think. But around 15-20K a character would be very nice i think. Not sure how great it will look off course.

Most impressed by Killzone and Watch Dogs at the release btw. Console wasn't done yet, this was just a pc having allmost the same specs. Maybe it's even more powerfull.

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PostCaptain Creator
PostCaptain

We're still watching here. It would certainly help if you watched your language. No 'damns' or other pointless profanity. That was one of the factors leading to the ban in the first place.

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Killerjoy96
Killerjoy96

I do watch my tone and my pointless profanity now.

Also how are you planning to make the cities?
Is someone making concept arts of it completely or are there any sources that helps?

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Wulfgaroux
Wulfgaroux

Ahoy, me wants one of these... :)

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Description

This concept portrays how a full-rigged ship might look under sail in the final game. The image was rendered in Maya 2013, using cloth and wind simulation. (Does not represent in-game quality)

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