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Found 11 results

  1. 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.artstat
  2. 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.
  3. 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:
  4. 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,
  5. 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...
  6. 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 tou
  7. 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!
  8. 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
  9. 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,
  10. 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 ?
  11. 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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