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pdobrev

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  • About me
    Persona non grata
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    Heavy metal

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  1. Recently I have been heavily involved in an ambitious online project on which I work alongside three massive space nerds. Best bunch ever. Their latest challenge for my graphic design skills, called for me to create a poster to commemorate the mighty Saturn V, what with the anniversary approaching (it was when I started), and commemorate it I did. Whether I did so well, is for you guys to decide. I considered posting this in the Fan Art section, but I think that's reserved for KSP-related fan art only. As is stated in the imgur description, you can get the A3-sized print-ready file, if you leave me a message at [email protected]
  2. Being the douche-bag that I am, last night in an outburst of inspiration, I jacked one of Bacon Space Program's screenshots (though she was very nice about it) and had a field day with it.
  3. As expected, I'm completely green in 3d modeling, and I quickly ran into a weird issue within Blender v2.73. I've modeled a simple solar panel divided into two parts- the frame and the silicon surface. The surface's UV layout is perfect, but whenever and in whatever way I try to unwrap the frame, it always comes out distorted. I tried different seam patterns- non of which worked, so in a final attempt to simplify the shapes as much as possible, I marked every single edge as a seam. No change. Most shapes are still distorted, even though there is not one distorted face in the frame mesh. I did a lot of google-ing and I found some alleged solutions, but non of them worked either: -Remove doubles from mesh- A good practice anyway, from what I've read, but no effect in this scenario. -CTRL+A- Apply location, rotation, scale, while in object mode in the 3d view window - No effect -CTRL+A- Average islands scale, while in the uv editor window - No effect -CTRL+V- Minimize stretch, while in the uv editor window - No effect I'm really keen on modeling new parts for this game, and I have some interesting ideas, but snags like this one can kill my enthusiasm quite quickly, so I'm borderline desperate to find a solution to my problem. .blend file
  4. If squad do indeed implement procedural fairings to a point where you shift the direction of your mod's development, would you consider cockpits? Not as a center point of the mod of course, but as a supplement. I could see glass domes enveloping EAS-1s just like fairings envelop payloads, but I have no idea what effort would that take.
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