Models of ships from the game world of warships. Reservation of ships in World of Warships. Aircraft carrier Shinano buildable model

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Shooting and armor penetration- one of the most important aspects of the mechanics in the game World of Warships. Dealing damage and destroying enemy ships is the most important task for any player in battle if he wants to bring victory to his team. However, this section of the mechanics is not as simple as it seems at first glance, so this article will analyze and study all the nuances of breaking through armor and dealing damage. The mechanics of dealing damage is fundamentally different from WoT and WoWp, this is primarily dictated by objective historical realities - the ships are much larger and arranged differently.

The value of ship parts

The ship is essentially both a military base and a combat vehicle, because it is designed for long-term autonomous action. Therefore, it is not surprising that a significant part of the internal space on the ship belongs to the daily life of the crew and does not affect its combat capability at critical moments of the battle. Unlike a tank or a military aircraft, created only for combat, and therefore having nothing superfluous for battle, a ship can survive a fairly large number of hits without losing its combat capability, because a shell that destroyed a galley or a warehouse for sailors, and a shell that hit the engine room squad or artillery cellar will affect the course of the battle in completely different ways, even if they are exactly the same shells. However, do not forget that if all such premises are destroyed, then after the battle such a ship is still doomed, and therefore such an event can also be considered a victory.

In our game, the ship is divided into many compartments, each of which has a different value to ensure its combat capability, and this directly affects the number of combat capability points (HP) of this part. Compartments of absolutely equal volumes, but affecting the course of the battle in different ways, can differ in the number of EPs by several times.

The sum of all the combat capability points of the ship's parts is approximately twice the nominal RP of the ship: this was done on purpose to make it easier to destroy it - after all, in order to disable a ship, it is not necessary to systematically fire at it from bow to stern, destroying everything that is possible. However, half of these points are enclosed in the citadel - as a rule, the most protected part of the ship, which includes all the most important mechanisms necessary for combat.

At the same time, the ship has a large number of modules that directly affect its combat capability, and these are not only internal devices, but also external ones. The artillery fire control system, air defense systems, turrets and auxiliary caliber guns - all of them are located outside and, although they do not carry a large amount of OB due to their size, they have a very strong influence on the combat state of the ship. Often their only defense is their multiplicity and duplication of functions, small size and distribution throughout the ship, rather than concentrating at one point.

In order to destroy a ship, you need to hit its center below the waterline or at its level - this is the easiest way, most often there is an engine room - or hit at the same level under the towers, there are artillery cellars. And vice versa - you can shoot its superstructures, bow or stern for a long time and carefully, disabling all the auxiliary elements of the ship, turning it into a trough barely afloat, incapable of anything - a simpler way that does not require the defeat of vital parts, but and much longer, because you need to destroy everything, everything, everything.

Booking system

An example of a battleship armor scheme.

The armor scheme of the ships differs from other military equipment - it is almost always multi-layered. That is, the projectile can meet up to four or five layers of armor on its way and stop or ricochet from each of them. The game strictly adheres to historical realism in this regard and models all layers of armor of any significance.

However, it should be borne in mind that designers of all times tried to save the weight used as much as possible, because armor is an extremely heavy thing, so on battleships the weight of armor can be 40% of the mass of the entire ship, and armoring all compartments in the same way is very expensive. Therefore, the thickest armor covers only parts that are significant for combat - the engine room, the ship's control system, artillery cellars and ammunition depots, weapon turrets, conning tower. Many of the other compartments remain unarmored or covered with minor anti-fragmentation armor.

How to determine the armor of an opponent's ship if he is on an unfamiliar ship? There is no universal option here, except for reading historical literature. In the general case, one can only be guided by the fact that the vast majority of the ships of the Second World War were built according to one of the generally accepted booking systems: the so-called American (French) or Anglo-German.

The American system, also known as "all or nothing" (Eng. "all or nothing") assumed the reservation of the most important parts of the ship with armor maximum thickness leaving everything else uncovered. This scheme assumed long-range combat, when it would be impossible to hit the ship from medium and small caliber guns, and not all of the salvo of large-caliber shells would hit. On the contrary, the Anglo-German system calculated, rather, close combat distances, hence more significant side armor protecting against medium and small calibers, but also slightly smaller thicknesses used, and therefore greater vulnerability to large-caliber guns.

The most important and useful parts of the ship are most often booked to the maximum, and therefore it is rather difficult to destroy the ship with one salvo. You always need to balance the strength of your cannons with the armor level of your opponent's ship. A fast and agile destroyer or light cruiser with its main battery will not be able to destroy a battleship with a few shots, but at the same time it will be able to take a well-armored enemy out of the battle, methodically destroying the tips, superstructures and all parts not covered by armor.

Projectile entry angles and impact zones

Another feature and difference between the ships is the very different combat distances. When compared with the same tanks, then almost all ships can fire practically in "art mode" - at extremely close and short distances, the flight path is close to the horizontal and primarily hits the side, and at medium and long range, at the border of possible aimed fire, the projectile flies already in an arc and can hit the deck. When the projectile comes at an angle of 20-40 degrees to the armor, its penetration drops to one and a half times. Along with the ricochet chances that occur starting from a certain critical angle, and taking into account the slope of the side armor, the probability of being hit by an armor-piercing projectile at these distances drops sharply. This zone, which is commonly called the "free maneuvering zone" (ZSM), is individual and depends both on the armor of the target ship and on the characteristics of the gunner's gun system.

Normalization, armor penetration and ricochets

When hit at an angle, the projectiles turn slightly perpendicular to the armor, which leads to a decrease in the effective thickness of the armor that must be penetrated. This effect, well known to players in World of Tanks, is called "projectile normalization".

Many ships have armor belts at an angle. When a projectile hits at an angle to the surface, its path in the armor lengthens and the effective thickness of the protection becomes significantly more value specified in the TTX.

When projectiles hit sharp corners(greater than 50° from normal) or heavy armor, they can ricochet without causing damage. In this case, the behavior different types ammunition is somewhat different from each other, but in general, the player must take into account that armor-piercing type shells are more prone to ricochet than others.

So, the normalization angle is at the caliber:

  • up to 139 mm - 10⁰;
  • 140–152 mm - 8.5⁰;
  • 153–240 mm - 7⁰;
  • 241 mm and above - 6⁰.

Armor penetration without damage

All modules or some parts in the game have their own durability, which is not related to the ship's durability. If the projectile deals damage to the module that is not enough to destroy it or does not have a chance to damage it, then a penetration tape is displayed, which does not increase the amount of damage dealt by the player.

This phenomenon occurs only in the event of a hit in the PMK or air defense modules, main battery towers or ship boules.

Projectile dispersion

scatter ellipse

Because ships are on a water surface that is not stationary, then the game has an ellipse of projectile dispersion. It is built at the moment of the shot with the center at the point of intersection of the sight and the water surface separately for each installation of the main caliber guns.

To simplify vertical guidance, an automatic target acquisition system is used - the icon of the enemy ship will be circled in a white circle. If the player wants to switch to another ship, he needs to aim at it and press the key X. And it is worth remembering - shooting without target acquisition increases the dispersion ellipse by 2 times.

The dispersion ellipse is individual for each gun - the maximum value of its width at the maximum firing range can be found either in the game in the description of the ship in the "Artillery" tab in the "Maximum dispersion" item, in the ship card on the World of Warships Wikipedia in the "Main caliber" section, or in the main caliber gun card.

In this case, the shells will hit only inside the ellipse, but inside it there is a special distribution of shells. And for each ship, it is configured individually and depends on the class of the ship, the number of main battery turrets, the number of main battery guns, and the caliber of the projectile.

Accuracy and Sigma

For this, the "Sigma" parameter is used, which is calculated from the Gaussian distribution parameter of the same name and is associated with accuracy - the larger it is, the more often the shells fall closer to the center of the ellipse.

Dispersion can be reduced by using upgrades such as "Guidance Systems", "Central Artillery Post Modification 2" or a number of unique upgrades for some Tier X ships.

On the contrary, you can increase the dispersion of shells of enemy main guns by applying to your ships:

  • camouflage with this function;
  • modernization "Masking System Modification 1";
  • a number of unique upgrades for some Tier X ships.

And it is worth remembering that as the firing range increases with the help of various modifiers, the spread of shells also increases.

Ballistics

Two types of firing trajectory - pink flat, blue - mounted

Four parameters affect the trajectory of the projectile:

  • projectile weight;
  • the initial speed of the projectile;
  • form factor;
  • air resistance coefficient, which depends on the height of the projectile.

The first two parameters can be found in the ship card.

There are two types of firing path:

  • flat - it is close to rectilinear: such a trajectory can be obtained at a high initial velocity of the projectile;
  • hinged - the projectile gains height and then falls down.

Both types of trajectories have their pros and cons.

Comparison of scatter ellipses - pink for a flat trajectory, blue for a mounted one

Flat trajectory:

Advantages:

  • shorter flight time - it is easier to hit an enemy who is actively maneuvering.

Flaws:

  • you cannot hit the enemy if there is any obstacle between him and the player's ship.

Hinged trajectory:

Advantages:

  • the ability to shoot from behind the island or hit the enemy who is hiding behind it;
  • a greater chance of hitting the deck of an enemy ship;
  • smaller ellipse of projectile dispersion.

Flaws:

  • longer flight time.

It is also worth remembering that different types projectiles can have different initial speeds - this should be taken into account when choosing a lead after switching to another type of ammunition.

Projectile types

Samples of 305-mm naval artillery shells.

Another fundamental point: heavy armor-piercing shells are poorly suited for firing at weakly armored targets. Most often, such a projectile can pierce an enemy ship through and explode already overboard, inflicting damage only on the body of the projectile, and not by the explosion of its damaging part. Or not explode at all - the probability of a projectile cocking and triggering its fuse depends on the amount of armor being overcome. If the armor for the projectile does not even constitute a minimal barrier, then the impact force will not be enough for the fuse to activate. Of course, such ships are easier to hit with high-explosive fragmentation shells.

First of all, this is true for heavy artillery ships. On average, it is difficult to hit a classmate with armor-piercing shells at distances close to the effective firing limit, at this distance the shells will pierce mostly unarmored parts of the ship, ricocheting from the main protection. Of course, it is much easier to destroy the target with a direct shot at close range, but be aware that the same thing can happen to you.

Lightly armored ships like destroyers, light cruisers, and aircraft carriers are perfectly destroyed by high-explosive shells of medium and large calibers at almost any distance.

Land mines have relatively modest armor penetration, approximately 1/6 of the caliber, although some ships have guns that have 1/4 caliber armor penetration:

  • GC:
    • battleships of Germany;
    • Tier IV÷X German cruisers;
    • Tier VIII Japanese destroyers Akizuki and HSF Harekaze, Tier IX Kitakaze and Tier X Harugumo;
    • British battleships (except for Tier VI Warspite and Tier VII Hood premium ships);
    • Tier VI Soviet cruiser Admiral Makarov.
  • PMK:
    • 128 mm and 150 mm guns for Tier VII÷X German battleships;
    • 150 mm guns of the Tier IX German cruisers Roon, Tier VI Admiral Graf Spee and Tier VI HSF Admiral Graf Spee.

No damage variability

Based on the features described above, World of Warships managed to eliminate the random spread of shell damage. This problem is solved by ballistics and the complexity of the model architecture. And do not forget that each volley is far from one shell, which is why situations arise when the damage of a volley differs by dozens of times. It all depends on the distance from which the shot was fired, how many shells hit and where, whether they were penetrating through non-critical compartments or hitting the most valuable parts.

You can shoot an enemy battleship in your own ZSM for a very long time and get stable ricochets and non-penetration of the main armor, destroying only superstructures and extremities. Or you can destroy it with one volley almost point-blank, shooting at the center of the side and breaking through the area of ​​​​the citadel with the whole volley. As a rule, in such situations, the affected player begins to get nervous and complain about the sudden explosion of the artillery cellar by a stray shell. Although it also happens - you shouldn’t discount critical hits either, they exist and work, albeit not often.

Shooting efficiency is very dependent on the level of opponents. Good players, knowing the advantages and disadvantages of their ships, will actively maneuver, going to the most convenient position for themselves, and, at the same time, substituting as little as possible, will calculate the frequency of fire and many factors in the position of their target. The lack of defeat variability gives every chance to play as efficiently as possible if the player imagines the structure of the enemy ship and the features of his own.

The player must be able to play not only the ability to hit, correctly take into account the lead and predict the maneuvering of the enemy, but also minimally know the characteristics of the ships in order to understand at what distance the firing of which shells will be more effective and what exactly it will hit.

Options for withdrawing a ship from combat

The ship is a complex and complex structure, and it can be damaged in completely different ways.

Almost any ship can be destroyed with one volley if this volley hit its engine room or artillery cellar and exploded inside. Destroying boilers, undermining ammunition and making the main mechanisms unusable - this is a guaranteed withdrawal from the battle of any ship.

Well, in the end, the ship can simply be taken out of combat readiness simply large quantity hits on all unarmored parts - the floating sieve is not suitable for further service, and often the ships that remained afloat after the battle were sunk by their own team, because due to a significant amount of damage, sometimes they could not be brought to their ports.

Battleships

The greatest efficiency of shooting at classmates for you will be ten kilometers or closer, i.e. practically at point-blank range - then the armor penetration of the projectile is as effective as possible. This is if you take the BB. Land mines are equally effective at almost all distances, although it is certainly harder to destroy a battleship with them. For well-protected cruisers and aircraft carriers, it makes sense to take BBs and try to lay a salvo in the waterline area. And all lightly armored targets, including light cruisers and unarmored aircraft carriers, are an excellent target for land mines.

Cruisers

Your main target is other cruisers, aircraft carriers and destroyers. Most often, you can hit a battleship in the citadel with your main guns only at close range, but the enemy will not doze off either - reaching this distance is extremely difficult. Land mines will help fight the giants, setting fires and destroying everything except the citadel, although such a firefight will take time. Feel free to give cruisers BB, destroyers and aircraft carriers - land mines, they have enough.

destroyers

The main weapon of the destroyer is torpedoes. However, the main caliber can also be useful: it is more profitable to destroy classmates with the main caliber, and most often at long distances it is better to choose AP, and at close range to switch to land mines - the caliber of the destroyer is small, but when fired at a short distance, an armor-piercing projectile can still pierce the enemy through and through. As for cruisers and battleships as targets, your HE shells are quite effective against them. Yes, you will not break through the strongholds of these giants, but a hundred hits in all the auxiliary compartments can also put even the largest ship out of action, causing a lot of small destruction and fires. Armor-piercing ones are useful against enemy light cruisers, destroyers are often able to cope with their armor.

large caliber

If the task is to destroy the enemy, then paradoxically, it is better to shoot exactly at the center of the ship, without any attempts to target a specific module - it is there, in the center, that the engine room is located, the largest affected module that carries a lot of combat capability points. However, booking it, as a rule, is the most significant.

see also

Video

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Equipment

World of Warships - incredibly addictive virtual game, which allows users to plunge into the world of military naval battles by choosing one of the legendary warships of the twentieth century. Controlling a ship with powerful weapons from the great powers will allow you to gain dominance in the vast expanses of the ocean.! To all those who are fond of the game and simply interested in naval military equipment, we offer to build World of Warships ships with your own hands, having bought everything you need from us. In the catalog you will find both ready-made kits and additional ones. expendable materials and Tamiya and Zvezda brand instruments.

What World of Warships ships can you build with our prefabricated models?

  • Battleships. The American "Iowa" or the Japanese "Yamato" are the real heavyweights in this game. They are incredibly agile and fast.
  • Cruisers. They are considered universal and multi-purpose ships.
  • Aircraft carriers. The main difference between such ships is that fighters, torpedo bombers and bombers are installed on their decks.

Why buy prefabricated models of World of Warships ships, including elite ones, from us?


The game World of Warships, developed in Russia, has already become a cult among the military, ordinary citizens, militarism fans. The game allows you to control different ships, aircraft carriers, battleships, cruisers and more. The game has a mobile version that allows you to log into your own account and perform the usual actions, while the player is away from the personal computer. Let's consider what types of ships are presented in the game, which one is better for a beginner to choose, how to manage them, how to get the most out of the game process.

Aircraft carriers

Aircraft carriers are a kind of "special forces" from the depths of the sea. To control an aircraft carrier, you need to clearly think over the strategy, since you will have to control quickly and accurately. The gameplay consists of finding targets and launching attacks on them with aircraft that fire torpedoes and drop bombs. You can also launch fighter jets from your side, which in a matter of seconds can destroy the ship. An aircraft carrier is suitable only for prudent people who can calculate moves in advance and build logical chains. Since the ships are not very maneuverable, in case of failure, it will be difficult for him to orient himself and change the situation in his favor. This means that you need to calculate the only winning strategy from the very beginning.

Battleship

Limkor - This is a huge heavy ship, with thick armor, which deals an enormous amount of damage. He can shoot long distances, use heavy artillery, take a hit on himself without fear of being sunk with one shot. However, it has its disadvantages: guns take a long time to reload, and if the commander misses the target, most likely, he will simply attract attention to himself during the time he reloads and take a huge amount of damage. Also, the battleship is extremely slow, so it is recommended to think over your strategy before the start of the battle. Enemies, noticing the battleship, will try to destroy it in the first place, since it deals the main damage. You need to take this into account if the ship is in the front row.

Cruiser

The cruiser is kinda Universal Soldier". The characteristics of all its indicators are at an average level, which allows it to be used for various purposes. At first glance, the cruiser is shrouded in heavy armor that protects it from damage, on the other hand, it is very well armed, on the third hand it has good speed in order to maneuver and hide from the projectile in a fight.However, it will not work always and everywhere.For a player who has chosen a cruiser, it is extremely important to be able to switch between phases of the battle, and adapt to the situation in real time.

destroyers

This class of ships has the highest speed and the lightest armor. Based on the laws of physics, the smaller the mass of the ship, the faster it can move and rotate. Usually destroyers are armed with a torpedo, which allows them to carry out a powerful attack. During combat, they can deploy smoke screens that allow them to hide from enemy line of sight or hide their allies. These ships are hard to notice, as they have small dimensions. For most large and heavy ships, this type of ship is invincible, as it can attack from all sides and will not allow you to turn around during the battle.

Which is better?



To summarize the above: there is no ideal ship, otherwise the rest of the ships would simply not exist. You can compare ships under several conditions: some will win in PVP, others will win in mass battles. As for the ease of management and potential, this is already a matter of taste and skill. Recall that all the ships are not invented, but taken from real historical sources and designed exactly according to the drawings. They were fought by real people who defended the freedom of their country, which means it made sense to use all types of ships.
Nonetheless, one good tip yes: if a player is just starting his journey in the game, cruisers are recommended, as they will allow you to fight in any style. After some time, when the player chooses a suitable style for himself, he can change the cruiser to the corresponding branch. For example, he likes speed and maneuverability, which means he needs destroyers; well, if he wants to go directly and hit everyone with his power right in the forehead, he needs battleships.

World Of Warships Blitz. mobile version



The mobile version provides full functionality, colorful graphics, fast work servers, convenient, adapted for mobile devices, gameplay. Many are wondering how they managed to port the game from PC to phone. The secret is simple - the game uses an alternative world with lightweight models that do not heavily load the processor. Everything else remained in place: the purchase of ships, battles, interface, soundtrack.
In order to connect to the game, you need to download it from Google Play or the AppStore, go to your account, make graphics settings and calibrate the sensitivity of the screen sensor. After that, the familiar world of World of Warships opens before the player, where he can fight with other players, chat with members of his team, and watch the fights of other players.

Conclusion



We hope that our article helped you understand the nuances gameplay, in choosing a ship, in interaction with other players. Remember that the game in the first place should bring only pleasure, not nervous breakdowns. The instructions in this article are for illustration purposes only, the player can use other tactics and strategies if they wish. Play, experiment, try something new, because not a single commander who copied other people's tactics led his army to victory. Forward to battle!

Wargaming has several bases where it produces its games. For example, tanks for World of Tanks are made in Belarusian Minsk, and ships for World of Warships are made in Russian St. Petersburg. The number of employees in the St. Petersburg branch can be compared with a small shipyard, it is in the hundreds. We talked about how virtual ships are created with the head of the 3D content group of the company's art department, Andrey Kuksov, who manages almost a hundred 3D artists.

Drawing

The creation of a ship begins with the study of available technical drawings. This is a rarity today, which is why World of Warships trainees are first taught to read and understand technical documentation. And the company makes fleets of different countries: Great Britain, Germany, Russia, Japan. The drawings differ not only in language, but also in the system for designating elements. Many of them come from the archives scanned crookedly, Andrey Kuksov says, and sometimes it takes three or four days to align everything perfectly. Then, already in the 3D program, drawings are exposed, which begin to form a three-dimensional skeleton of the future ship: theoretical frames, decks, superstructures. All this is reduced to tolerances of less than 5 cm to match exactly. Then the verification begins. The quality control department has more than ten people. They compare all the dimensions marked on the drawings. If 533 mm is written, then it should be exactly 533 mm, says Kuksov.

Hard limits

Three-dimensional models for computer games are the most difficult to manufacture. In the cinematic or illustrative realm, resources are almost limitless - a modeler can do everything to the maximum. There are very strong limitations in game models, since the computer must be able to calculate at least 30 high-resolution frames per second. Everything that does not require volume is drawn on textures, and for volume they try to use the minimum possible polygonation, which allows them to convey the desired shape. Most big ships in World of Warships rarely exceed 300,000 polygons. There are exceptions (some battleships, strike aircraft carriers), but coordination with the authorities is necessary. And standard destroyers require about 120,000 polygons. Each ship is made from start to finish by one 3D artist, and it takes him about three months to make a small model like a destroyer. On the battleship, however, it may take six months of painstaking work.

On the slipway

The production of the ship's hull begins immediately after checking the drawings. The first 3000 polygons go to the rough body. Since such polygonation makes the hull a little chopped, at this stage the maximum discrepancy with the drawings is allowed: for example, a battleship has 25 cm in length and 5 cm in width, but this has never happened in the entire history of World of Warships. Then the case is again sent for verification - how smooth it is, how everything is done correctly. Polygons should be as small as possible, but the contours should be as smooth as possible.

After the second check of the hull, the designer proceeds to add-ons and detailing. Starts with the largest objects, gradually moving to smaller objects - towers, cannons, torpedo tubes. At this stage, Wargaming has a technology that seriously saves time: its own library of frequently repeated objects, and for each country it is different - from fire hoses, portholes and life buoys to searchlights, radars and guns. The number of objects placed on the ship from the library can reach a thousand. But this task can take up to three days. Already at this stage, the battleship has about 300,000 polygons, and the 3D artist will “model” 120,000 of them manually.


Interestingly, all the objects on the ship are really "working". Mechanisms, for example, are made in such a way that if you animate them, then the number of gears, and cables, and all blockers with stoppers will be enough. Of course, we can say that World of Warships has excessive detail, but on the other hand, this is an unattainable respect for players who value such accuracy. Moreover, some designers hide "Easter eggs" on their ships - someone will put an accordion with a balalaika in a secluded place, hide a bottle of old rum in a boat, someone will hang a carnival mask on the wall.


arts

The next step is the sweep. We all glued paper cubes in childhood. So sweeping is the reverse operation, a three-dimensional ship is turned into a plane in order to apply textures to the surface. The company uses a physically correct lighting model (Physically Based Shading), which requires four texture maps (albedo, metalness, glossiness, normal), plus a few technical charts(sintered AO lighting texture, camouflage elimination mask). The first map is responsible for the material's own surface color without shadows and highlights. The second, black and white, "metallicity" map indicates what type of material (metal or dielectric) is located in a particular area of ​​the object. The third one, the reflected light scattering map, is responsible for the microrelief of the object, demonstrating the microroughness of the surface. The fourth is the blue normal map. With its help, they create the illusion of a macrorelief of the surface, forcing the rays of light to be reflected at different angles and thereby forming a pseudo-volume. With the help of this map, for example, volumetric rivets, doors, portholes and all fine detailing are made. The fifth static lighting (AO) map shades various alcoves, casemates, and other dimly lit areas, while the sixth is responsible for camouflage areas.


The texturing process takes a long time. First, the artist creates an albedo map, on which he applies the primary colors. Then the ship is embroidered into sheets. If the hull is welded, it takes four days. If it is riveted, and the rivets are placed manually, then it usually takes a week to “rivet”. Then portholes, doors and hatches are added, and after that the texture is added - for example, wood, fabric, crumpled metal. The next step is called "draw the artist". They paint rust, dirt, chips, scuffs, holes, cracks ... that's another week. Then reflection maps and others are made. And the last one is an exclusion card for camouflage. What is white on it will be camouflaged, what is black will not. But that's not all - the ship must be killed.

Break not build

A torpedoed or shot down ship in World of Warships can break into four pieces. To do this, make several cuts of those parts that will break, and the computer will instantly replace them during the game with models with faults. He will remove the whole part and substitute the broken one. There are boilers, turbines, crumpled propeller shafts and steam lines in all the right places in the faults, and the number of decks and bulkheads exactly matches the drawings. And all this is filled with the texture of damage and burnt metal. In order to do this, artists study a huge number of archival photographs, they must know exactly a bunch of nuances: for example, how a metal deck breaks, and how a wooden deck breaks.


But the work of the artist does not end there either - it is necessary to make four models with reduced detail, the so-called lods (Levels Of Detail), which switch depending on the distance of the ship from the virtual camera. Each LOD must contain 25% fewer polygons than the previous model. “Loading” takes about three days, and another two or three are spent on “loding” the fracture sites and the twisted entrails. The last stage is the assembly of the ship. Each part must be given the correct name so that the script that collects all this into the correct hierarchy correctly understands where to put what. After that, the ship goes to technical department to adjust the game parameters, weapon characteristics, driving performance and maneuverability. And the 3D artist can finally take a short break before the next ship.