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About me



Found 14 results

  1. Hi all, I was wondering if for modelling and animating the gimballing of engines, is it (the animating) done in Blender (or any 3D modelling/animating software used to make the engine model), in Unity, while preparing to import the part into KSP, or does the game itself read the .cfg file and automatically add the correct amount of gimbal?
  2. I'm still a little unfamiliar with 3D modelling (I've been doing it for about 3 days) and I've made a couple basic-looking pods and such. I would like to add a bunch of wires and pipes on the model but find that, at least as far as I know, there isn't a good way to go that. Some shapes I'm having a difficulty making is basically anything curved. Anyone have a good tutorial on how to get better acquainted with these tools? Also, for fun, here's what I'm working on
  3. Hello everybody, so I have been playing KSP for quite a while now and I decided I want to make my own rocket mod,but unlike others I wanted to make it correctly and realistically (most of the parts). I am no mechanical or aerospace engineer or rocket scientist either so I wanted to ask the engineers and the scientists who play KSP if the way I design and modelled some parts were not realistic. So the project future rocket will consist of a 5 segment SRB lower stage with a top mounted Cryogenic Upper Stage and a payload fairing just like the Ares I cargo configuration. However the upper stage will be a hybrid between the single engine Centaur and Atlas V core stage and Ares I's J2X (skiff) powered upper stage. The issue I am having right now is figuring out how to make things appear realistically. Where are the upper stage flight computers located on common orbital rockets and what do rocket upper stage flight computers look like ? (I tried google but I could only find the Saturn V's very very outdated analog computer inside a ring like housing). Should I allocate the flight computer parts inside the forward skirt of the upper stage? Or, inside the fairings just below the Payload Attach Fitting and why ? Do rocket upper stages have feed lines and do they also house and connect wires and other equipment or do they just act as feed lines for oxidizer/fuel ? In KSP we have decouplers to separate different stages. Do interstages act as decouplers/separation system ? I mean do they separate the stages like the way decouplers in KSP do or do they just serve as Structural Support and housing for the upper stage ? Also, are interstages made of composite or aluminium ? Why are Payload Attach Fittings shaped like conical shells and are Payload Fairings attached to the PAF or is there another mechanical deployment mechanism they are attached to ? These are overviews of the cryogenic upperstage project I am working on. It currently has the Payload Fairing and the payload attach fitting and the tank is a 5.6m tall tank. The current configuration has the flight computer sitting just below the PAF and the flight computer is slightly raised by a spacer so it doesn't clip with the payload fairings. Next step of the project will be adding an RCS module integrated with monoprop tanks at the aft section of the upper stage tank for attitude control. I currently am UV mapping the parts that are ready for texturing but I am still learning how to texture.
  4. Hallo allerseits, Ich lerne gerade Blender. Nach meinen ersten abgeschlossenen Projekten möchte ich das Modellieren, Animieren und Texturieren verbessern. Daher möchte ich meine Unterstützung beim Erstellen von Modellen für KSP-Add-Ons anbieten. Wenn jemand Interesse an meiner Hilfe hat, können Sie mich gerne kontaktieren. Ich bin 28 Jahre alt, studiere Technik und arbeite in meiner Freizeit mit Blender. Früher habe ich viel KSP gespielt, aber jetzt habe ich mehr Spaß beim Erstellen Dies ist meine ArtSation-Site: https://christianschuhmann.artstation.com/ Freundliche Grüße Christian [Moderator Added Translation] Hello everybody, I am currently learning Blender. After my first completed projects, I would like to improve modeling, animating and texturing. Therefore, I would like to offer my support in creating models for KSP add-ons. If someone is interested in my help, please feel free to contact me. I am 28 years old, study technology and work with Blender in my free time. I used to play a lot of KSP, but now I have more fun creating it This is my ArtSation site: https://christianschuhmann.artstation.com/ Friendly greetings Christian
  5. I was wondering if the number of vertices used in a part model is directly proportional to the size of its' mu file. What would be a decent vertex count/ face count for a complex ksp part? I mean, how much is too much? I noticed the mu file for the stock ruggedized wheel is pretty large compared to a wheel part i made with about 500 faces.
  6. I stopped working on my mods for some time, however I want to update them for 1.8. Thankfully the parts work just fine in terms of functionality, the problem is that the textures now look very strange. It looks as if half of one part has one shader while the other half has a different one. This doesn't happen with all parts, so I'm at a loss about what might be going on here. Any input would be greatly appreciated. Below are some images of the weird looking textures Strange dividing line: Another strange dividing line: Normal looking one, for comparison:
  7. I've been trying to make some lovely metal and mylar parts, but the albedo channel does literally nothing. I tried a number of different textures and even tried adding an alpha channel to my .png files, thinking that might be the issue. Nada. It's still a) a uniform color and b) white, no matter what color I input. Send rescue craft immediately,
  8. Hello there ^^ I'm wondering what programs/tools I should use for texturing parts to a semi-realistic standard (i.e. have metallic areas look metallic, and so on), preferably open source/free (but not trial software). I've heard of procedural texture generation, should I try something like that after I practice making a few basic cute little engines like in @Beale's part tutorial? I think that hand-drawn textures are nice, but I feel it may get overwhelming trying to do stuff like it for more detailed parts once I get the hang of modelling parts...
  9. So, first off, this could be considered more of an art-y question than a science-y question... but I've opted to drop it into this sub-forum because I'm mostly asking about materials and structures and all that. Not sure if it's quite the right place. Okay, so over the last couple of years, I've been messing around with Blu-Tack, something that has proven to be a pretty nice modelling material. As such, I've gotten pretty good at making these little guys: They're about 2 centimetres tall, and semi-capable of supporting their own weight. And, of course, very easy to pose. Little tough to animate, but compromises are compromises But now, I'm looking to expand on it all a little. Essentially, I want to start creating structures and buildings to the same scale (which I believe is... 1/85? So a small skyscraper would be about 60cm), complete with inner furnishings and the such. But the important bit is that I want them to have the same impermanent properties as the figures that'll be inhabiting them, i.e. I want them to be destructible, in a way that's at least reminiscent of an actual building. There's two approaches I'm really considering for this: 1. Gingerbread house mentality. Make everything out of Blu-tack - the buildings, the roads, the furniture... literally everything. 2. Make only the human figures out of Blu-tack - everything else can be made from something more suitable. Starting with option 1. I've messed around with this a little bit already, but Blu-Tack has proven to not be so great structurally while scaled up. It's a pretty inherent trait for it to stretch, and not in an elastic way, and can't support it's own weight for long periods of time. That, and it doesn't simulate the kind of materials a building is made of very well - it more squashes and flattens than breaks. I guess I could reinforce it with wireframe or something, but even that is pretty thick, and again, tends to bend rather than crumble, even under "high" forces. Now, option 2. I've considered a few things already: Paper. Very flimsy, but combined with cardboard, can be supported to make some pretty big structures, and is very cheap. But... tends to rip and fold rather than break and crumble. Also susceptible to water damage, I guess. Non-fired clay. Pretty good in theory - it can support weight and crumbles like you'd expect when dry. But... quite annoying to work with on a small scale - it just dries out too fast to work with, and starts cracking by itself if it's too thin. Any advice here would be appreciated. Wood. Again, difficult to work with when very thin (MDF might be an option here. Hmm.), and tends to more splinter than crack and crumble. Plastic sheets (acrylic?). Very strong. Perhaps too strong - it takes a lot pressure to break this stuff, and when it does, it breaks into larger fragments than I'd be happy with. Also not super easy to work with. So... that's more or less where I am right now. I'd appreciate if anyone had any input into what materials to use, particularly with regards to the buildings themselves. I'm also trying to keep things pretty cheap (another reason I'd rather not use Blu-Tack for everything) so things I can get my hands on pretty easily would be best, and bear in mind I'm not trying to make perfect replicas here - much like the figures themselves, I'm more looking to represent rather than reproduce things. Thanks for reading
  10. Hey guys! I've decided to try out my hand at modelling after seeing RoverDude do a livestream. I started making a jet engine in blender, and I thought that here would be the best place to get some helpful criticism on the model so far. The engine so far: Thanks in advance!
  11. Hey, I just finished doing some work on a propeller model for a mod that I was thinking of creating. Im just wondering if you guys have any feedback on the model, or more specifically the texturing. Thanks for any help, I sincerely appreciate it. You can view the model in 3D right here: https://skfb.ly/NtD7
  12. I want to make a movie. But, before you holler that this is the wrong thread, let me explain. I want to use stock scenes and parts and Kerbals using Unity 5.3.3. so I can puppeteer. I'm not sure how to access those files. And after seeing some of the mods, I think I would like to add some enhanced scenes, such as skyboxs and terrains. SO, now the real reason I'm here. If, you care to help, I am looking for people to create scenes and Kerbals. Kerbals: Male and female: street clothes: work clothes ( security, wait staff, office, lab techs): Kerbals must have pivot points at neck, shoulders, elbows, knees and waist. Faces: eyes and mouth must be adjustable. Scenes: School room with student desks and real chairs. News room for 2 TV anchors (KNN - Kerbal News Network or KAN - Kerbal Actin News something catchy). Mission control room. Communication room, Conference room, House living room and kitchen x 3 maybe more, Restaurant, (Recreate a section of the outside of VAB, R&D and Mission control (unless I can figure out how to load From KSP)), graveyard. may add more if you folks have a idea for a scene. Deep space station interior, planet or moon base interior, surface of a planet or moon next to an easter egg from outer ring. if you have ever watched this: then you have an idea of what I am trying to do. SO? Are you interested in helping?
  13. I have to build some hollow structures, for make the colliders i need to have the beams as separated object from the base. That can give problems to unity shadow render or is capable of calculating the shape of the final object ?
  14. I possible design a 2 axis solar panel and make it work ? With 1 suncatcher for Y axis and 1 suncatcher parent to Y axis for X axis ?
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