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Daemoria

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Everything posted by Daemoria

  1. Some more stuff. I just heard about the 64-bit ksp release is going to be hitting soon. Maybe it might be time for me to get back into the game. edit: just saw the question posted earlier. I use photoshop for the digitial drawings, and cinema4d for the meshes.
  2. Rough storyboard/comic thing I put some time into. hope you'all enjoy.
  3. : Database Entry CALSEC Eyes Only : // The Silka fast attack corvette. This multi-role small craft has a large modular mount to allow it to accomplish a wide variety of missions. Currently equipped with a Swarmpack that can store many smaller assault drones, these Silkas are kitted out for 'smash and grab' chaos missions. The dazzle pattern paint scheme is an thermal-electric compound that acts as wide-spectrum intimidation tactic, but can be manipulated on-board if stealth is required. -These Silkas are based out of capital ship Battlecarrier Red Horizion owned by the Laughing Swarm.-
  4. Oh man, I really like the aesthetics of this mod so much. The kilometer++ station could probably use a bit of surface geometry to help the texture in 'selling' the scale, but that's my only critique I have.
  5. @NASAFanboy I start with an idea either in photoshop/paper/napkin or rough mesh file in Cinema4d. I then refine the mesh to where the proportions look good from all angles, and then take it back to photoshop. Then it's time for lots and lots of work with the standard hard round brush with tablet sensitivity disabled.
  6. Well, my hand just about fell off. Gotta take a break from the tablet. Work in progress on my Battleship/Carrier hybrid for the 3D Squirrel contest. Come join in the fun, if you want to do some 3d modeling. http://www.3dsquirrel.co.uk/forums/forum/45-battleships/
  7. @Blue. Seriously? Where have you seen these designs before? Check my slumbering SRI thread [link in signature image] for other examples of my work. But if you insist, you can do an image search for 'Daemoria'. I hope that would put your fears to rest, but if that doesnt....have a WIP image or two or three.
  8. Sorry, I don't have the time to really dedicate myself to multiple projects at the moment, so I had to put the lock-down on the SRI mod. I do want to continue it at a later point in time when I have an abundance of free time tho. In the mean time, have some Pirates!!! "I see the Flickerbeams shining, so bright and harsh." - Red-haven gunnery officer.
  9. I decided to put a bit more time/effort into a sketch. This was the result.
  10. I have absolutely no problem with you messing with my model. I released it for you to texture/modify as you wish. I like what you've managed to do with it so far. I don't really have time for SRI development for the foreseeable future... irl work is pretty busy. I only have the time to make random doodles. (green warp gate link in my sig) I see the square image-links have caught on.
  11. I love the stories attached to these images. Nice to know i'm not the only one who makes up backstories for ships in this game. (I love sandbox games precisely for this reason)
  12. Just some random colorful (and not-so much) space doodlings. Not really related to Kerbal Space Program too much i guess... Comments, critisisms, and insults all welcome. :[]
  13. I just wanted to post here for closure's sake. I can't devote as much time as I first thought to this mod, and still balance my job and game-dev workload. Building a mod (even if it's target is to be a total conversion) has less payoff for my skill and time invested than working on a independent game project. And because my military job/work requires so much investment I can only realistically work on one project at a time if I want to ever see anything reach completion. If my game project works out in the end, I'll most likely swing back here and resume work. There is something good here, and I do desire to eventually get it out to the KSP community. --- Until then,ciao. It was fun... [Mr. Moderator, please lock]
  14. I just looked at the license agreement for the ActiveTexture Management tool. If i'm reading it correctly, I would be able to distribute it packaged with a custom config file when I release? I'd like to cut down on players having to hunt down separate tools to make the mod work correctly, thus my hesitation about integrating Interstelllar into the mod/relying on external dependencies. A plug-and-play experience is what I'm aiming for when the gold version rolls around.
  15. Just wanted to pop in with an update that I am not, in fact, dead. I've been quite busy with real life work, but I do plan on continuing work on this whenever possible. The only real new question i've seen pop-up is concerning file size. I'll be releasing 2 versions of the mod, one for potato-laptops, and one for current-gen hardware. The meshes themselves wont contribute much to filesize bloat so I'll keep them the same across both versions, instead it'll have different textures to cut down on resource usage. The potato-SRI will probably use tweaked halfsize textures (sharped and touched up, to ensure readability). Interstellar Mod compatibility was brought up at some point in this thread I believe, and it is a possibility. I might end up releasing a tweaked tech tree to allow it. I plan on developing my technology along a divergent path that Interstellar takes (Magnetic/laser and nuclear beam pumped based propulsion) so the tech tree integration might be a little strange, but shouldn't be too much of a stretch to imagine integrating. -- sorry, no pretty pictures this time.
  16. I never liked the aesthetics for Star Citizen, the art direction for that game is absolutely f&**'d. They follow the rule of 'if its a surface, cover it with detail', antithesis of my semi-balanced detail styling. It's not stopping two of my friends from my AFF dev days are actually working on a entry, and it doesn't look half bad. So who knows, maybe the modders can make it into a halfway decent looking game. Now, Elite: Dangerous...I wouldn't mind working for those guys. They know how to do art direction. I unfortunately don't have the time to devote to another full time job, so applying for the content creator position for SQUAD at this time is most likely out of the question. I want to keep this total conversion from turning into vapor-ware. In addition, it's very vague what they're asking for exactly, is the artist going to be responsible for coming up with new style buildings/parts, or maintaining the current (haphazard) styling? I wish there was a little FAQ section.
  17. The landing gear was done due to lack of support for landingskids, plugin wise. Also, it was a personal aesthetic choice...
  18. I just want to go on the record and say that art I did for AFF is ancient (5+ years old or so), typically internal dev only, and doesn't represent even half of my current skill. It's almost painful to see some of those designs again... Progress continues on the low poly front, hampered by irl work. The second stage of the rocket is in-game now, and being balanced by skilled code monkeys. As to the request for station parts, I don't have any plans for them at this moment, instead I'm focusing more on rocket and SSTO design pieces. I suppose you can make a decent refueling station with the large UCA (universal container assembly) pieces. What other purposes do stations serve in a typical KSP game?
  19. Kerbals have an estimated height of 75 *centi-*meters according to the wiki, my main resource for scale. The tri count on the second stage motor is currently 5.6k tris and has been imported without any problems. The large fueltank in the second stage is 3.4k tris, and is being worked being imported into KSP on by green skull. I'll probably release a low-resource pack when the first release is complete and balanced. But I wouldn't hold your breath waiting for it, it's going to be a while before all the parts are modeled.
  20. That is why sleep is recommended, kids. otherwise you derp on image links.
  21. landeTLS; I'm still coming to grips with KSP's limitations. Some people say 7k tris is too much per engine, some say its fine. You have to balance the tri count per object based on how many you think players are going to use per scene. Engines for instance will probably be singular, or in pairs typically... but trusses and girders need to be much more optimized due to them being used multiple times per rocket/station/base. I won't know what my triangle counts are until I finish the first release and see if it needs further optimization. I'm using this image I made as a rough reference for part modeling. The number on the left is the low poly segments per cylinder. the number on the right is the number I use for the highpoly reference mesh. I still will probably adjust the 5m radius (6.25 scaled,most likely my largest part radius) low poly, due to conversion/step down optimization to the lower radius polygons. If you look at the bottom and top of my engine mesh posted a couple pages back, you'll see what I mean by conversion/step down optimization. I'm sure there is an actual technical name for this technique, but I don't know it offhand. I use a power of 2 grid in photoshop, but when i drag these parts into my 3d app, i make sure to convert their pixel dimensions to metric units (100 pixels for 1meter part, 200 for 2meter part, etc).
  22. These are looking very nice. As to the decoupler issue, instead of a triangle, what about a hazard band of color indicating what side the blasting bolts are on? I'm not really a fan of the triangle/arrow method either, but some indication of the ejection side is handy.
  23. That deployment animation is pretty slick. Does that fairing typically de-orbit or does it just contribute to Kessler fun-times? I say go with the cargopod method, with the opening shell. We have seen plenty of fairings, they're old news. I like having variety in my KSP cargo modules. :]
  24. Is there a question in this post that I'm missing? I think this would be better off in the main Add-on Development thread. With a little bit of explanation on what you're going to be accomplishing...
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