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esinohio

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Everything posted by esinohio

  1. Taking a quick step away from the Kerbal as I continue experimenting with box modeling. Just having more fun with organic shapes. Not Kerbal related but still something neat to look at while I endlessly procrastinate on actually learning how to properly sculpt clothing....
  2. Kabio?? Still just having a blast tinkering with shapes when I thought it would be fun to give one of the meshes a more muscled look as an experiment. Even with a flat texture without any of the other texture maps the effect is pretty neat. I might save him for later when I can UV unwrap him and bake the other texture maps. After getting the basic rig in the other model I still need to work on finishing the facial part of the rig. With luck I'll have the eyes, mouth, and tongue done sometime today. Then it's on to more tutorials to figure out the proper way to give him clothing and removing unneeded base mesh underneath the clothing. At least I think that is what you're supposed to do. No idea on best practices here! Probably should invest in a decent digital animation textbook.
  3. Ok this is awesome lol. Played around with it some and you can make some interesting looks. Even though they don't dilate in game thanks for showing me another way to make that happen! Much better, gives it a nice surface for added reflection off the iris.
  4. And that would make it a ton easier to make his pupils dilate I'd think wouldn't it? Attach its scale to a shapekey or something?
  5. Heck yeah! Once I get the form done I'll throw a quick IK rig in there so I can pose him. Rigging the simple motions of the head, jaw, and tongue seem simple enough to get setup but what might throw me a bit is getting the mouth area setup right. Never done that myself so I'm not sure how it will come out. All part of the fun of learning how this stuff works I guess Added a bit more, still just mucking about with the shapes and proportions at this point. Tiny moves make drastic differences! Even playing around with this stuff as little as I have I can see the mad skill that went into the one we use in game. The detail they pulled out of so few polys never ceases to amaze me. ( lol he looks ... ummm out of it..... )
  6. Made a little headway on the Kerbal today. The lines are are far nowhere near final but I think overall the model is coming along fairly well. Adjusted the shape of the head a bit and managed to get the mouth, tongue, and teeth modeled. They might get bumped down a bit when the eyes get added. Not sure I'm happy with the top of his head. I think maybe it needs to flatten down somewhat. I'll have to see how it looks after I give him some hair. Since this character is only for still pictures and not animation I'm going to give him a nice head of real hair instead of a painted texture. Fairly sure his midsection needs to scale downward a touch as well. Not sure on that but he seems a bit tall. Finally I'll finish it up by adding those eyeballs. Dreading those eyeballs. Threw on some quickly modeled clothes for fun (modesty lol).
  7. Hmmmm Big ships like @soulreaver1981 's amazing yacht ?? Just imagine if it were possible to join the engine with that yacht. KSP nirvana is what that is, yes sir!
  8. I thought it would be fun to make an attempt at making my own Kerbal model in Blender. Definitely going to take my time on this one since I'm paying tribute to our beloved Kerbal form. This is the first step in my Kerbal adventure where I begin to craft a base mesh to work from. Once I get the head finished I'll be able to use the base I created to quickly make different poseable Kerbals wearing any clothing I need for a picture. To generate a base mesh to work from I thought I would try using the skin modifier instead of extruding the mesh from a cube like I did with the barbarian guy posted above. This mesh was instead extruded from a single vertex that has mirror, skin, and sub division modifier applied. You can quickly pull a body shape together using this method by scaling the individual vertices. Now that a quick base mesh is in place the hard part of adjusting the figure and adding the facial features begins!
  9. <Insert exclamation expletives> All kinds of expletives.... Ok now that the initial shell shock of this awesomeness has subsided I think I can start applauding. (While still dropping exclamation expletives) edit: If it's possible to nominate threads for stickies/pinning I think this one needs it!
  10. /snip I can try and help with the last problem at least. When you import a .mu the texture comes in all weird. The information is there but the texture itself is in some odd state. Easy way to fix this is simply to delete the texture on the nose cone and then make a new one. Set it to an image texture and use the small dropdown to choose the dds file for the cone. All fixed! Fixed in that it will at least show the texture. From there you can add in some glossy, bump, etc. As for missing parts I think sometimes the last part gets orphaned somehow? Really not sure on that one. I just manually import the .mu and go from there. Thankfully there are just a few rogue parts that don't like the script importer.
  11. Not Kerbal related at all obviously but had some fun making it. My first attempt at the human form, Be gentle. I was loosely following a tutorial on making a low poly barbarian character. I say low poly but I added real fur/hair, will be gone later. My grand idea was to make a character from scratch (kind of), rig him, do a simple walk animation, then import him into Unity. No real reason for it other than the whole process real artists and game designers use to do this is very interesting to me!
  12. Fun with the Fokker Triplane. Below we see a flight of Fokker Triplanes. @pTrevTrevs is the designer who made this one!
  13. That is so neat!!! I'm not sure how I missed that one and hadn't already approached you. Let me see what I can get together, assuming the import goes to plan
  14. Having some fun with pTrevTrevs Gato Class Submarine located here. Quick render of the sub cruising just beneath the surface.
  15. Just some modeling fun. Thought it would be interesting to take a stab at the cupola module. Temporary textures in place currently but it's coming along nicely I think.
  16. Having fun with the newly created Kerbin.
  17. Having fun with a Kerbin texture. Not sure where I dug this texture up but I'm sure it was somewhere here on the forums. Took that texture then made a mask so the glossy stays on the water, added the night lights layer, and finally some clouds courtesy of NASA. Did this render while exploring how to animate a day and night rotation while properly mixing the day/night textures within Blender cycles. Below we see the KSC rotating into view. For a quick test I think it is coming along nicely.
  18. Sun breaks the horizon on Laythe as Jool looms through the fading aurora. While digging through some tutorials on various cycles nodes, in this case the pointiness node, I found one that walked through an interesting scene I could easily modify. Changed textures, added Jool, flare, etc. Fun!
  19. So I started digging further into the idea of the Hololens setup and thought I'd play around with adding more elements to the scene. Added a topological and 2d map moving with the ship along with the start of the navball setup. Ideally we still need the resources panel represented somehow. Maybe a visual representation of the craft itself? The markers were just 2d plane tracked out... badly. Diving into masks next to learn how to cover those marks properly. (Grainy sorry, YouTube did some weirdness on this ones upload) I guess a true holo experience would involve ditching the actual monitors as well and going with full on Avatar style floating screens. Not sure how that one is done but it would be an interesting project. Imagine the idea of sitting in your favorite chair and having a 3m screen floating out in front of you along with 3d/2d maps, engineering screens, etc. KSP nirvana.
  20. Ok... this is fun! Not really a hololens since it's using an emitter but interesting. If I were going to add to this I think I'd slow the Mun down and add a capsule in orbit along with an orbit path indicator. Add an animated survey map showing the area directly beneath the capsule.
  21. That's the one! Giving me all sorts of ideas here
  22. Just a still from another tracking project I'm playing with. More of the rover parked. I think this one being outside it looks much better. Given some time messing with textures it could look a bit more natural though.
  23. I seem to remember someone in the forums did a flat out awesome short tracking scene using his desk (Kitchen table?) and if I remember correctly the Mun was floating above some stand of some sort. Looked really really neat, just like the hololens concept. I'll have to do some digging to see if I can find that one again.
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