The two big ones I can think of are: Gunhouse Concepts (What considerations should you put in when shaping them, what sort of detail is suitable to find on one, how they change with era and size and role of gun, etc) Deck Clutter/Greebling (You mentioned have like three segments that you cut because they were just tangents on small details, but knowing what those small details are and how you should be using them to create good looking greebling is useful information. Also an opportunity for you to point at some weird little object on a ship and go "that actually does this thing, you should think about these factors if you want to put them on your ship)
Hello, new viewer here, so forgive me if its already been done, but maybe a generalized basics to building ships? I've never played From the Depths before, but it'd be interesting to look at how the sausage is made. Thank you for reading!
Could you commentate an entire build from start to finish? Could structure a series of tutorials around each aspect of shipbuilding as it arises during the build.
An exceptionnal video tutorial. As the manager of the Steel Striders faction, I care very much about making ships look authentic as much as combat effective. Adding small details like vents, properly sized smokestacks, mast, superstructures, catwalks and all those bits a real ship with a crew would need to function. Thank you for putting this mindset into words.
i think something that might add to it is battleship structures tend to climb high since the artillery officers have range finders on the structure so for a ship with larger guns a taller structures work
This man's voice is perfection and the information he provides is both useful and entertaining. With the added benefit that it relates to a game that has both enthralled and frustrated me. Please do continue Hawkins, I'll be here to listen.
Get a reference image (shipbucket is great) pop it into a hologram projector and trace the profile of the image. Really helped me pin down where my own designs were lacking and what would improve their look.
@ 9:23 I have a small correction - It was Dreadnought's foremast that was the problem because the designers decided to put it behind the first funnel. Due to the problems this caused, it was fixed in the next few ships they built, but then they seemed to forgot their common sense again because they swapped them back again for a while...
Honestly, playing Ultimate Admiral: Dreadnoughts really helped me build ships in FTD, considering the weight offset and armored citadel of a ship translates really well to voxel shipbuilding. I like how you used it as a reference.
I initially didn't realize how helpful the part on funnels is, but watching it again and thinking about it, it's actually incredibly useful to have some info on the considerations I should put in when designing one, seeing how core to the super they are. Now I shall promptly ignore all that advice and build them sticking out the sides of the ship like a hot rod :p On another note, while this is an entirely aesthetic tutorial, I feel like its worth mentioning for anyone reading this the functional uses of supers (Or lack thereof) (Its a lack thereof). Obviously, all this is about function and may limit aesthetic potential, so if it does and you don't like that it's all good to ignore it, just keep in mind that it may not function as well. The point with supers, though, is that when building a boat, you really want to utilize all the advantages being a boat gives you, and one of the biggest of those is being able to keep components underwater, where they're much harder to hit. Now, consider that anything functional you put in your super will not only be way above water and much easier to hit, it will also be in a much less armored area, so it really is the best idea to leave your supers as empty, or even fake, as possible, with maybe a scant few detection pieces at most. If someone cuts your super off (it happens more often than you'd think), the best case is a minimal impact on your HP% and no impact on your functionality. But again, functionality and aesthetics do not go hand in hand, so keep in mind that if you want cool things like guns on your super you're going to have to put components in that vulnerable position, and its up to you to decide which one end of the scale you care about more.
My philosophy is generally form follows function. A good way of making things that look good and that can convey a "story" is to learn how real things work. That same mindset and knowledge will help on designing ships (and even fictional sci-fi stuff). It's less about copying real life designs and more about understanding why something is there and why it looks that way.
That’s beautifully said. I couldn’t find the words for it in the tutorial but my favorite ships (real or fictional) are the ones which fit into the norm yet shine through with subtle personality.
I think this may actually be the single most useful piece of advice you can give in regards to aesthetics. I have one particular memory of trying to design a PAC turret, feeling like it needed detail, but having no idea what the detail should be. I ended up actually sketching out some imaginary inner workings for the turret, and suddenly greebling it was a breeze because I could just point to my diagram and say "okay, so this pressure release valve will look like this and be here, and this emergency vent up here looks like this".
@@Hawkins656 beating the factions is honestly a much smaller feat than being able to make things loom good, specifically because you can cheese them really hard. Eitherway, your aesthethics guides are far better than any I've ever seen thus far, and aesthethics are the HARDEST thing to make guides for, since inner workings of ships& stuff are a science, which is easy to explain, while aesthethics is an art, which is really damn hard to explain.
These are genuinely some of the best From The Depths tutorials that have ever been released. Keep up the good work! I hope these catch on to the algorithm and many more get to see this.
hi, this might be useful for your cinematic shots. there's an unset keybind for smoothed camera movement, which makes recordings look much better when i make them. i set mine to Ctrl+Shift+Backslash. please try it!
I generally make superstructures i end up liking but they often look like 19th century superstructures and also don't have very good firing angles but that's not that important
@@IDF4HELL hmm, from the small description you gave me, it sounds like you are in LOD mode (basicaly everything then looks like minecraft blocks, that or your look at the Ultimate Admiral footage and thinking its FtD. which do you think is more likely?
I'm currently drafting up a list of other topics to do tutorials on. so what would you guys like to see?
The two big ones I can think of are:
Gunhouse Concepts (What considerations should you put in when shaping them, what sort of detail is suitable to find on one, how they change with era and size and role of gun, etc)
Deck Clutter/Greebling (You mentioned have like three segments that you cut because they were just tangents on small details, but knowing what those small details are and how you should be using them to create good looking greebling is useful information. Also an opportunity for you to point at some weird little object on a ship and go "that actually does this thing, you should think about these factors if you want to put them on your ship)
Hello, new viewer here, so forgive me if its already been done, but maybe a generalized basics to building ships? I've never played From the Depths before, but it'd be interesting to look at how the sausage is made. Thank you for reading!
Could you commentate an entire build from start to finish? Could structure a series of tutorials around each aspect of shipbuilding as it arises during the build.
Aesthetics is really the one thing I always struggle with when playing from the depths, aside from all of the games other aspects.
@hamstern6176 i hope this has gone a little way in helping that!
An exceptionnal video tutorial. As the manager of the Steel Striders faction, I care very much about making ships look authentic as much as combat effective. Adding small details like vents, properly sized smokestacks, mast, superstructures, catwalks and all those bits a real ship with a crew would need to function. Thank you for putting this mindset into words.
@@karbengo thanks for the kind words Karb!
I love the massive binoculars at 8:47, it's an even better joke than the one right before it.
war thunder + from the depths + minecraft + ultimate admiral == underrated youtuber
i think something that might add to it is battleship structures tend to climb high since the artillery officers have range finders on the structure so for a ship with larger guns a taller structures work
This man's voice is perfection and the information he provides is both useful and entertaining. With the added benefit that it relates to a game that has both enthralled and frustrated me. Please do continue Hawkins, I'll be here to listen.
Awesome chill and open tips for anyone to develop their own style instead of enforcing one way to design stuff! Nice tutorial/tips video!
Get a reference image (shipbucket is great) pop it into a hologram projector and trace the profile of the image. Really helped me pin down where my own designs were lacking and what would improve their look.
@ 9:23 I have a small correction - It was Dreadnought's foremast that was the problem because the designers decided to put it behind the first funnel. Due to the problems this caused, it was fixed in the next few ships they built, but then they seemed to forgot their common sense again because they swapped them back again for a while...
@@whoopass_mcgue5538 👆👆
Honestly, playing Ultimate Admiral: Dreadnoughts really helped me build ships in FTD, considering the weight offset and armored citadel of a ship translates really well to voxel shipbuilding. I like how you used it as a reference.
@@cleantoast3 I totally agree, I had built ships for a while in FtD but UAD really showed me how one wants to use them in combat
9:28 you can also do what Carnival or the French navy does by having the exhausts on the side of the funnel
Excellent tutorial, in the few ships I built I found that the easiest way to make a good looking super structure is to simply not have one ;)
Innovation at its finest!
Amazing guide, and beautifully constructed ships as well!
@@diamonddumpster804 thank you!
stumbled on this vid and i thought this would be a channel with thousands of subs because of the quality of this vid
I initially didn't realize how helpful the part on funnels is, but watching it again and thinking about it, it's actually incredibly useful to have some info on the considerations I should put in when designing one, seeing how core to the super they are. Now I shall promptly ignore all that advice and build them sticking out the sides of the ship like a hot rod :p
On another note, while this is an entirely aesthetic tutorial, I feel like its worth mentioning for anyone reading this the functional uses of supers (Or lack thereof) (Its a lack thereof). Obviously, all this is about function and may limit aesthetic potential, so if it does and you don't like that it's all good to ignore it, just keep in mind that it may not function as well. The point with supers, though, is that when building a boat, you really want to utilize all the advantages being a boat gives you, and one of the biggest of those is being able to keep components underwater, where they're much harder to hit. Now, consider that anything functional you put in your super will not only be way above water and much easier to hit, it will also be in a much less armored area, so it really is the best idea to leave your supers as empty, or even fake, as possible, with maybe a scant few detection pieces at most. If someone cuts your super off (it happens more often than you'd think), the best case is a minimal impact on your HP% and no impact on your functionality.
But again, functionality and aesthetics do not go hand in hand, so keep in mind that if you want cool things like guns on your super you're going to have to put components in that vulnerable position, and its up to you to decide which one end of the scale you care about more.
@@formicidae9126 I appreciate you highlighting this part. I couldn’t have said it better.
The voiceover combined with the music heals my soul.
by god it's a quality from the depths video this is rare
may the tsar bless you with a bajillion views
My philosophy is generally form follows function. A good way of making things that look good and that can convey a "story" is to learn how real things work. That same mindset and knowledge will help on designing ships (and even fictional sci-fi stuff). It's less about copying real life designs and more about understanding why something is there and why it looks that way.
That’s beautifully said. I couldn’t find the words for it in the tutorial but my favorite ships (real or fictional) are the ones which fit into the norm yet shine through with subtle personality.
I think this may actually be the single most useful piece of advice you can give in regards to aesthetics. I have one particular memory of trying to design a PAC turret, feeling like it needed detail, but having no idea what the detail should be. I ended up actually sketching out some imaginary inner workings for the turret, and suddenly greebling it was a breeze because I could just point to my diagram and say "okay, so this pressure release valve will look like this and be here, and this emergency vent up here looks like this".
Actually impressive and really helpful!
please keep making FtD tutorials! They have all been very high quality and have helped significantly with my amateur ship building
I'm shocked that you have less than a thousand subs, the production quality on this video is amazing
HMS Carmania and SMS Cap Trafalgar would disagree with the first point.
Also I love your turret caps.
Looking forward to see if I learn something new to implement!
I think I know a whole lot about ship building,
Then I watch a Hawk video...
@@Thetankracer NOW YOU KNOW MOAR
Really useful guide like the last one. You're a rare one who can actually succeed at good aesthethic tutorials
I'm glad you say that because I doubt I have much useful to say about anything function in the game (has only ever beaten the DWG once)
@@Hawkins656 beating the factions is honestly a much smaller feat than being able to make things loom good, specifically because you can cheese them really hard. Eitherway, your aesthethics guides are far better than any I've ever seen thus far, and aesthethics are the HARDEST thing to make guides for, since inner workings of ships& stuff are a science, which is easy to explain, while aesthethics is an art, which is really damn hard to explain.
i said airships a while ago but forgot to actually say speciffically, airship hulls, sorry
@@oliverprotasewicz5376 it will happen
You are amazing, I mean it!
I see your video, I open FtD and start a new project.
These are genuinely some of the best From The Depths tutorials that have ever been released. Keep up the good work! I hope these catch on to the algorithm and many more get to see this.
@@MiaHermans297 thanks! I hope I can keep up the quality
Thank you a lot man, this actually helped me in more ways I could say.
@Termannator8989 happy to have helped!
very video gaming 10/10
9:04 shame you didn't put the skyscaper the Fuso had as an example here lol
Plenty of references from real designs, even for unconventional concepts
@@coralski9373 oh dang, I completely missed out on the pagodas designs. I’ll have to include them later in the follow up
Very nice
Based video
hi, this might be useful for your cinematic shots. there's an unset keybind for smoothed camera movement, which makes recordings look much better when i make them. i set mine to Ctrl+Shift+Backslash. please try it!
@aurele2989 thanks! I never heard of this, I’ll look into it later!
I HATE this video...
Naw just joking thanks for cranking out the good videos and making more content!
I generally make superstructures i end up liking but they often look like 19th century superstructures and also don't have very good firing angles but that's not that important
My tip is to grab some paper and a pen first, then build it in game
Is an American style ironclad considered stealthy🤔
@@Croatoan140 when sunk? Yes!
DOOO it please
My shit don't look like that? Is this a mode you enable to show angles ? (I am noob)
@@IDF4HELL what game you playing? From the depths/minecraft/stormworks?
@Hawkins656 from the depths.
@@IDF4HELL hmm, from the small description you gave me, it sounds like you are in LOD mode (basicaly everything then looks like minecraft blocks, that or your look at the Ultimate Admiral footage and thinking its FtD. which do you think is more likely?
@@Hawkins656 prob a diff game. Sorry for wasting ya time.
@@IDF4HELL no worries dude!