Jump to content

bilsta1000

Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by bilsta1000

  1. Just a heads up, you've totally spelled my username wrong on the OP
  2. How have I not seen this for so long. I remember explaining this exact way of doing multiplayer many many versions ago and explaining that in reality it's the only possible way to do it. Glad someones working on turning it into a reality. Unfortunately my skills are only in video/graphic production and asset creating but if you'd like anything like that just give me a pm I'd be happy to help out.
  3. ....You actually expect someone to go through your mod list and do this for you? Don't be so lazy and go do it yourself.
  4. Didn't know they were looking for a modeller.
  5. Download it here Just whack a couple of docking ports on the attachment nodes for the best experience. This part is the outcome of this tutorial which is pretty much now finished, minus a couple of layout tweaks. Kerbal To Pro: Modelling with 3ds Max
  6. Elaborate please. Also: Release and download link here Might be a bit quicker now I don't have to document everything I do.
  7. Texture altered, and at the unity bit of the tutorial. Elaborate? This model is purely because it was simple and because people asked for a tutorial on basic modelling, texturing etc.
  8. Force of habit, I usually like to throw on a dirtmap to break up the texture a little but agree, in this case I'll remove it. Hopefully finishing the tutorial so might have a download soon.
  9. If you're a student there's free versions of Max and Maya at students.autodesk.com There's always the wiki, My tutorial explains a few different styles of modelling.
  10. Have you tried the wiki?http://wiki.kerbalspaceprogram.com/wiki/Tutorials#Add-on_Development
  11. Model - Done Texture - Done Port to KSP - in progress CFG - WIP Tutorial - Upto porting to KSP If the new part module things come out whilst im still working on this, hopefully we can have a two ended dockable docking module. Crit please. I know there's a little bit of wobble on the Sketchfab, I think it's because I still had the lights in the OBJ file.
  12. The black and white textured part is exactly 2m The idea is a stock docking port would fit on either end once it's complete.
  13. Just because I can tell you want to see the progress. Quick (2 minutes) Max render. Bear in mind it's not textured yet.
  14. I'm having some issues with the wiki editor not processing new lines when I copy over new versions of the tutorial. Because of this the might be a bit of a delay on publishing the Kerbal to pro tutorial
  15. http://wiki.kerbalspaceprogram.com/wiki/Kerbal_to_Pro:_Modelling_in_3ds_Max Is this a hint to hurry up
  16. sorry about the delay, I'm shifting over to fiber optic so I'm having to sort our network out and havent been at the machine much. Edit: I also have a house to decorate.
  17. Because 3ds max is brilliant for modelling and is used by industry professionals. Blender is open source, not that that's a bad thing and blender in the right hands can create some incredible animation eg: http://www.bigbuckbunny.org/index.php/media-gallery/ I've also used blender before and I don't find it as intuitive as 3ds Max. Also fixed the first booster, genius here got diameter and radius confused. http://www./download/dcv0i7p80idkaz7/booster.rar
  18. Just keep an eye on: http://wiki.kerbalspaceprogram.com/wiki/Kerbal_to_Pro:_Modelling_in_3ds_Max I've litterally just finished building my new machine. also I'm lighting The Enemy this weekend so progress will be slow.
  19. Frandsen - there's nowhere near enough detail on that model. for example in the photos, the docking port bit has internal bits that are visible from the outside; They all need to be modelled for it to look good in game. Where's all the piping as well? The devil is in the detail, depending on your engine you need to be ridiculously detailed in your modelling. when it comes to texturing it, you have to imagine texturing as painting the geometry. Yes they may give the illusion of depth but without the geometry, your texture will look flat. and remember to keep your Triangle count (Tricount) down as much as you can. Update: The NK-33 is on hold whilst I work on this basic tutorial. I will be modelling the Mir Docking port as part of this tutorial as it is a rather good starting point IMHO.
  20. bear in mind I've only spent a day on it and I'm having issues with Max not opening files so I'm moving upto Max 2014 at the moment.
  21. Research is part 1 to a good model.... well, technically it's part 2, you need to get the software first. Links would be preffered to be honest. also: Anyone wanting to learn how to model propperly can complete Step one already.
×
×
  • Create New...