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Dispatch88

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Everything posted by Dispatch88

  1. I've been working on and off on this character for probably a year, though the accumulated work time is probably only 3 or 4 days. He is fully rigged, including a full facial blendshape setup. He is currently textured for VRay, but now that Renderman Non-Commercial is out I plan to convert the materials to Renderman. Software used: Maya, vray, photoshop, mudbox, nuke The jet pack control arms are rigged and unfold like they should. All the knobs and buttons are there. Here is his face controls. Smiles, frowns, open close, blinks, puckers, everything a character needs to emote and do basic dialogue. Emoting without eyebrows is very difficult. The lights on the helmet can be aimed with a controller. So there it is. I hope you like it. I would be interested to hear what you would like to see him do, he's all ready for animating. There are a few limitations to keep in mind with your suggestions though: No longer than 10 seconds, no dynamics (liquids, smoke, cloth) I can do some subtle dust and smoke effects in post-production like a puff of dust as he walks on the mun or the jet stream from his jetpack. But no crazy splash down shots or big explosions ( I know...KSP is all about the explosions). If I have enough time, and I really like the idea, I might just make it happen.
  2. Yeah, I wanted to put more in the middle but bombs kept clashing with the geo. Also, the bombs only attach from the side, there are no stack nodes. I may edit the cfg later, This time I just wanted to use them as they were designed
  3. I've been playing this game for about a week now and I can't stop! I figured I would try my hand at submitting a unique design. The Big Bomber. 32 Dumb Bombs 2 KSP-5 Solid 1 M-50 Liquid 1 FL-T500 tank The bottom payload deploys first Then the second Sunday Punch pack Wing+bomb http://dl.dropbox.com/u/12773495/BigBomber.craft
  4. Yes, I'll leave getting attachment points and other coding for another day. Right now I'll just focus on getting it to look good. Thank you so much for helping
  5. Well, it isnt huge in ksp but it wont attach to anything. Also it crashes maya when I import it. I think I'm going to try using 3ds max to see if the export options are different. I'm a Maya user born and bred, so I'm reluctant to switch. But if it's for the greater good...
  6. Woah, I tried importing the new decoupler and it comes in at Scale: .003 So it gets huge in KSP, but tiny in Maya. Now I'm very confused.
  7. I made a zip of the original decoupler (decoupler2.dae) as well as the one after I scale it up and export it (largedecoupler.dae). http://dl.dropbox.com/u/12773495/Largedecoupler.zip
  8. I tried starting fresh, restarting maya, seting the scene scale to meters, then importing the object the immediately exporting with collada set to meters. Still huge. I then did the same thing but with a cube. Only this time the cube was invisible. That or it was bigger than the hanger, either way it wrong. Here is the scale with the scene set to meters
  9. I'm trying to make my first module. Nothing special, I'm just taking a pre-existing decoupler and making it bigger so it fits over the 4x liquid engines. I import the decoupler.dae into maya, I scale it up, and then I export to a .dae. When I select the decoupler in the build mode, its HUGE. I tried all sorts of scale factors in the export options but they have no effect at all. I did this before installing the collada plugin so the dae exporter must be autodesks own version. So I downloaded and installed the plugin. But I dont see anything new in maya. No entry in the plugin manager, no new item in the export options....so what did I install? I really want to get the hang of creating new parts, I have so many ideas! Thanks
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