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Found 23 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'm currently working on a mod which will add components to make modular TOS-era Starfleet ships. I have most of the modeling for the parts I want to add into the game done, but I have realized that my texturing skills are... lacking, to say the least. If anyone would be willing to lend a hand with texturing some of the parts I would be greatly appreciative. If anyone's interested, here's an Imgur album of the models I have completed so far https://imgur.com/a/iRgkaWp
  3. 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,
  4. Am in the process of updating some dusty *cough* *cough* parts; some have mbm, tga, png textures. Converting them to dds isn't an issue (flip-flip save) I want to know if can add normal / etc without having to fire up blender(doesn't work on my machine)/unity? can I generate the normal and attach in the part.cfg using texture = ? how about other types of textural enhancements?
  5. Hi folks, it's been a while since I've been on. For a little background, I'm a senior in high school. I've been in a program for three years now called Science Research, where students are given the opportunity to conduct original research, culminating in the writing of a research paper, as well as a variety of science fairs. For my project, I've been working on a design study for a single stage to orbit spaceplane (big surprise) that uses three modes of propulsion to get into orbit and back onto the ground. Here's an excerpt of my paper, to give a description of the craft itself: "
  6. 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...
  7. Hi everyone, As I continue developing my mod Intergalactic, I'm starting to wonder... what's the best method of texturing a planet? Procedural? SpaceEngine? Or simply drawing it from scratch on programs like Gimp? I'm just asking for your opinion on how I should go about doing this.
  8. I want to make a modular engine mod. The idea is to add a group of parts made up of engine nozzles, combustion chambers, engine base plates, and some other engine parts which function as one engine when assembled. I know how to model and add new parts to the game, but I need help with getting the "combined engine" functionality working, hopefully without adding/coding plugins. Also, tips on texturing will help. Thanks for reading!
  9. Hi guys! Recently i started on moddeling and im working on a version of the Altair Lander and Orion Spacecraft. Yes, i know that there's wonderfull mods with those, but i wanted something more stockalike and updated (for me, BobCat's the king and his versions is the best, but outdated and need some work to fit with the new versions and look on game). Said that, i started my own project but i dont know how to make the texture and action to change the windows color "turning the lights on" like other parts on game... Didnt found any tutorial either...
  10. As i say in the video, i've had a couple PMs and tried helping a few folks out on the forums who've posted asking how to texture for KSP, so i thought i'd throw together a basic guide on how i go about doing things. Hope it helps!
  11. So with the preview of the new Making History parts by @RoverDude comes the most important thing to do after receiving a preview. It's time to give some critique and feedback. Now let me just open by saying this isn't a criticism of roverdude as a person he's an amazing driven developer and modder with a great work ethic, and morals that have encouraged shared assets and has only helped make the game more moddable. The point of this critique is to aid him in making the best parts he can for the KSP community that fit in best with the more recent additions to the part catalog such as the spa
  12. Hi, can somebody please make an EUS style texture for the small 3.75 m tank in the style in nothke's SLS recoloring mod? Thanks, Bottle Rocketeer 500
  13. Hi. I'm trying to make my first part - it is supposed to be a Fowler flap. I've made a model in Blender, UV-mapped it with textures, imported into Unity editor and it seems more or less reasonable there. The way it is textured is far from perfect but I'd rather leave it for later. But when I attach this part in SPH editor, it looks weird - lower part of flap has texture only when looked from below. Sides and upper surface are transparent. I tried to recreate faces and re-texture them and it has no effect. What am I doing wrong? Unity render: KSP render:
  14. hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
  15. hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
  16. I need to know wich map exactly Ksp support for his shader for better visual result with Substance Painter 2 and Designer 5. Base Color/Albedoe,Height,Roughness,Metallic,Normal,Ambient Occlusion,Emissive,Diffuse,Opacity,Specular,Glossiness,Reflection,Displacement,Etc Unity 5 use PBR, how we can use PBR in Ksp if we can. How many polygons for each models and collision mesh. My collision mesh can be multiple collision box ? How i can use Rescale Factor on X/y/z only ? How i can use dynamic material in Ksp ? I searched on forums but they look outdated for Unity 5.3
  17. NOTE BEFORE I START: If anyone looks on my profile, they will see 2 failed modding attempts. The overwhelming reason for this is not that i lack commitment, that I have no clue how to use Unity, or other such things. I am simply, absolutely terrible at texturing. I am a decent 3-D modeler, but i can never make any textures that look stockalike. I have tried a hundred and one times and it is just terrible. So, i am reaching out to texture artists and other modders who might cooperate with me, for instance @Well who made the Kraken Science mod with only texturing, no modeling. Thanks to any
  18. Hi, I with a couple of others are developing a space station simulator game with the same visual style as ksp, rendered in unreal engine 4 (we have an example of the ksp shuttle in the environment and a pod of our own construction also) but the problem is this, we have one textuer/modeler that works on his own models (the example pod is his) and then there is me, Im a modeller and absolutely pants at getting even close to the style e desire from the textur, so we are looking for a dedicated texturer to work with our team of 4 so we can maintain the style and hopefully boost productivity,
  19. I have recently been working on textures and experimenting with he best way to do this, and in blender a good way to texture is to assign multiple materials to one mesh and texture them independently. now i tried doing this and it worked very well until i put the models into the game and the said mesh is invisible, this leads me to wonder if it is myself at fault or can ksp not use meshes with multiple materials? Any help would be much appreciated.
  20. I'm trying to duplicate the Big-S Delta wing part with a different texture. I make a new .cfg and have duplicted the part in game. I've been told to try adding texture=////{texture} in the model module of my new part, but I think the .mu file is referencing the original texture still. help?
  21. Hello! This is my first forum post. I was wondering if it would be possible to re-texture the monoliths in Kerbal Space Program to remove the Squad logo? It was kind of an immersion killer when I found a monolith on the moon for my first time, and I saw that it had a monkey's face on it. I'm a huge fan of 2001: A Space Odyssey and I always felt like KSP was trying to connect back to that movie, so It'd be great if someone could point me in the right direction of the texture file for the monolith so I can edit it? I'm kind of a noobie at creating mods, but I've re-textured things before in Skyr
  22. Intermediate Texturing Guide. (Colour, Specular and Normal maps) If you want a fullscreen album then here is a direct link to it on Imgur. You can Alt+Tab between the text below and the album if you open the album in a new browser window. This is a quick a dirty guide about making semi-professional textures that I made for the Open Part Mod. Not for absolute beginners. The guide assumes you're familiar with basic 3D and texturing concepts and that you're comfortable with Blender, GIMP and Inkscape or other equivalent programs. Having said that, I tried to make the guid
  23. Intermediate Texturing Guide - Panels and Edge Damage If you want a fullscreen album then here is a direct link to it on Imgur. You can Alt+Tab between the text below and the album if you open the album in a new browser window. Not for absolute beginners. The guide assumes you're familiar with basic 3D and texturing concepts and that you're comfortable with Blender, GIMP and Inkscape or other equivalent programs. Having said that, I tried to make the guide clear enough so that you can google things if you need to. Feel free to ask questions, point out errors and share
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