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esinohio

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Posts posted by esinohio

  1. Yet more fun diverting myself while we wait for KSP 2.  Beginning to create a few of the shots from the release announcement trailer and thought the moon surface part would be fun to get started on.

    YdT16AS.png

    Need to add a bunch of random rocks and features to the surface but I like the direction this is taking.  Also need to change the default GIMP lens flare to something closer to the video and then finally render it all in a larger format.  

  2. Refining the planet generator that started from a tutorial and steadily grown and morphed into what I have here.  Finally added the ability to color distinct zones on the landmasses so desert,grass/tree areas, and snow topped mountains can be tweaked. 

    Next I get to add the atmosphere with correct coloring as well as the various cloud layers.  Craters are included but need some further tweaking as well.  So close to done!  The ability to add rings would be nice.....

    JMZf2mN.png

    Fully procedural and adjustable.  A few tiny tweaks and a Duna like planet begins to appear.

    RvI42mD.png

    Or a moon

    t6JqkH0.png

    Would be kind of fun to bake out the textures and pop them into KSP!  

     

  3. Older stuff I found laying around.  Crafts were all downloaded from these forums.  (Sorry for the crazy spacing, not sure why it gets all messed up)

    Planets and such

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    rfH6Ll2.png

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    exDpKhv.png

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    04Gb9JS.png

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    QuAt8d4.gif

     

    Random crafts and whatnot 

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    9FGJZ3V.png  LKeNoWA.png

    aKXh1ce.png  XPdHm3a.gif

    j9CpnLv.png  MWEczm2.png

     

     

    Kerbals

      x7qUNk9.png   VAaynBZ.png

  4.   After seeing the jaw dropping announcement for KSP 2,  I thought it might be fun to start a new thread for some KSP Blender related artwork.  Planet ideas, basic craft renders, and all sorts of diversions to keep me sane while I eagerly await KSP 2.

     

    Taking some inspiration from a frame in the announcement video I threw together this quick probe flyby of a lava fractured moon.  More fun with procedural texturing :D

     

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    wADplKF.png

       

  5. 10 hours ago, Adstriduum said:

    You sure that's procedural? :0.0:

    Looks great!

    Thanks!!  The node tree looks like a spaghetti mess but it works.

    tZmw3Dk.png

    Basic breakdown:

    To the very left is the workhorse of it all that generates the planetary noise.  It uses a few sliders to adjust the land size and the amount of 'water' goes into ocean areas, it also serves as the main mask between water and land.  Now as we stack things up in the center portion we add various parts to the planets.  More land and sea controls at the bottom.  Above that is where we can add 'rivers' or cracks in the planet that we can constrain to only land areas.  Next comes craters, icecaps, and finally the ability to add city lights to the dark side areas. Colors, roughness and bump information sits in the center section.  All that gets plugged into some basic shaders on the right and finally to the material output. shew!

    This would be the Mk 1 version of the node tree that I created by following along with a tutorial.  My newer one is a vast improvement as I've fixed the craters to be more prominent if I want them to be and added more biomes to the land areas.  How they did the night light masking is a bit dated and I updated that to work for animation in case I want to have fun with my planetary creator in the future.

    To do : Set this all up to bake textures out of the procedural portion.  Just need to add some image textures plugged into various points and I'll be able to pump out diffuse, glossy, height, normal, and roughness maps of every planet.  Would be fun to see some of these creations show up as planets in KSP.

     

    edit: clouds and atmosphere are on separate layers.

  6. 6 hours ago, danger cow said:

    I'm having torobel with this rig when I go to render it. it  turns out textureless and pink :/

    When you first open the blend file it should open with the text editor opened to some instructions.  They should help you but in a nutshell, you simply have to point the texture to the proper image.  Fairly sure they are included but if they are not you can cruise over to textures.com (used to be cgtextures) and find two files.  You'll need:

    PlasterWhiteDirty0160 for the helmet.

    FabricPlain0028 for the straps on his suit.

    Anything close to those in color/style should work.  Have fun! :cool:

    edit: textures.com is free but you have to register.

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