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Everything posted by esinohio
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Made a first pass at making a Laythe type planet. Currently way to much land mass and a funky cloud gap near the equator is making things look odd. But for a first pass it isn't looking to horrible I don't think. Going to zoom in a bit next and increase the amount of ocean so it looks more in line with Laythe.
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A slightly reworked Jool with some more definition among the could layers. How does it look?
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I just used the compositer to add a slight glow to the planet. Think I should add more?
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Made a cheesy background image of sorts with a KSP logo. Added a simple Ion probe for some fun. Next I think I'll give a surface picture a go or another planetary picture with a hard surface. Maybe Laythe?
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Yet more mucking about in Blender and Gimp. Is this a passable Jool?
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Playing around in Gimp/Blender. Thought I'd have a go at a simple gas giant type planet.
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Thank you so much for that tip! I'm still learning and really enjoy getting those kinds of tips. So now of course I'm going to have to dive head long into that color ramp node documentation. I should have a while ago, it's used all over.
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Awesome! Hey... where did you find that nice clean stripe? I wildly stabbed in the dark with Gimp to make some terrible stripes on my first one. Yours look much better than mine on that first render I think.
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Yet more texturing and we get the following. I have yet to slide the writing behind the rust on the plaque. Well, I had it done and was admiring the results and quickly learned a hard lesson using Blender... Crash! Save often. So here is a render before the writing was added.
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A bit more texturing on the exhaust nozzle and engine housing. Gave the housing a scared and rusted look. The top plate has some odd streaking I'm working on loosing and the edges appear a bit to sharp in my opinion. Next comes work on the various pipes, the ID plaque on the front, and finally the upper connection housing. How is it looking?
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Work continues on the LV-T30. Reworked exhaust cone. Added some scaring to the engine housing and exhaust cone. I think it might be to much on the housing, would love opinions. Tried out a ridged texture on the cone and I think that came out ok. More texturing to go!
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Started work on the LV-T30. Completely untextured currently. Also the exhaust cone needs a ton of work (More ridges, spacing issues resolved, and a generally longer and more cone shaped look) but the model is taking shape rather well I think. I would love some advice from anyone in the know on the best way to tackle those ridges in the cone. Should I model them or maybe use a texture to achieve the ribbed surface look? Any and all advice is welcome!!!
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The Kerbol System rendered In cycles {WARNING LARGE IMAGES}
esinohio replied to Dooz's topic in KSP Fan Works
I really like your surface Laythe picture with Jool on the horizon. Was that a procedural texture on Jool? -
Jeb rolling his Spaceplane out for a spin. Managed to get some blur/distortion behind the engine. Animating that was fun. Other shots show Jeb a bit closer in the cockpit with the open canopy, will work on getting one of those up soon.
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Oh I'm just having some fun in Blender doing Hi-Poly models for the hell of it and needed some clarification on those individual pieces up there. Makes it a bit easier to model I think when you know the specific functions. Thanks Pecan and Magnemoe! It appears I've got some details to add.
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So I'm messing around doing some modeling and decided to take on the MK1 Cockpit for some fun. My question is about those insets on the front of the cockpit circled in red. What are those insets for? An intake of some kind? A reaction thruster/RCS port like those on the front of the space shuttle? Just eye candy to make the low poly model pop? And the grey ports just to the left on the side below the cockpit circled in blue, I'm guessing those are either hand/foot holds or more random eye candy panels?
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Made some progress on the LV-N. Low samples to save some time on the two with lighted backgrounds. Added some glow to the reaction chamber to mimic what it looks like in operation. Would love suggestions!
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Smooth shading and I believe the sub-surface modifier. That should get just about anything completely smooth. The problem I'm finding is completely smooth rarely looks real. Working on the "gently used" look that SyByAhbraham showcased in his picture. So its off to the cgtextures site for some textures and yet more tutorials floating on YouTube.
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Some more goings on. One is completely lacking textures while the other has a basic pass with some colors. Texturing for the exhaust cone and various pipes will come next along with getting the colors/metals done properly. That should make it pop a bit more. Maybe add some brackets here and there?
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Shut down for now. Thanks so much for all the positive comments left here over the years. I only picked up Blender in an effort to rehab my hand after an accident. I've met so many great people here in this community during this process and will continue to enjoy all the wonder stuff you all manage to post in these fan works pages, just in lurk mode.
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Inspired by SyByAbraham's completely awesome renders I tried my hand at a poodle. Only a basic modeling pass with zero texturing done. A few colors added to help distinguish parts. Further refinements need to be added where the various pipes join. How does it look so far?
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All cycles. Never even tried the BI render engine. The contrast was tweaked a bit to bring it more in line with the look of the background. In that render only minimal smoke is being generated due to my impatience when it comes to waiting on that sim to bake. Probably should have let it move further into the sim as well so the flame had time to fully stretch out from the wind force. (* I wish I had 1/100'th the talent that the artists I see up here have. *)
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Its a simple sphere cut a bit and scaled with a gradient emission texture.
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Yet more playing around in Blender. Our crew is coming in hot !!