Jump to content

TheAquired

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by TheAquired

  1. Hey guys, I know this isn't 3D on its own, but I made use of a lot of 3D and Special Effects programs to make this. So if you have a minute or 2 to spare, please check out my short film I made. I've worked crazy hard on it over the last few months. Its an action film, so don't worry you wont be bored Let me know if you guys have any feedback
  2. Looking forwards to this, so far it looks like Victor is doing a great job!
  3. Alright, but any reason why it needs to be in blender? You could comp the smoke afterwards, and if you look at things like Rareden's work, I'm pretty certain he used Fume. But anyway, I hope you find your guy!
  4. I could do a smoke sim for you with FumeFX? I am pretty new to the 3D side of film so hopefully it will be good enough! I just finished doing a scene where a guy turns into smoke, so I am familiar with Fume
  5. Are we allowed to put non KSP related 3D work in this thread? There seems to be a bit of both.. I'm starting on my first kerbal today! So I will upload that when I'm thourougly disapointed my 3D skills aren't better..
  6. I "sort" of disagree with you. I think that doing all those tutorials is vitally important, but don't stop there. I don't there is such a thing as a simple model. Especially a computer, that has some crazy detail if you are going to do it properly. So take that basic knowledge that you learn from those tutorial, then have a goal for a model you want to make. As you go along, if you are running into trouble, or don't know how to do something. Watch a tutorial on it. That way your knowledge of Blender will keep on going and you will become better. And set yourself a high, but reachable standard. Don't just create a flat box with four other boxes for legs and call it a table. Try make it have rounded edges. Try find out what the topology of a table should look like. By simply googling those things, I'm sure you could find tutorials or examples, and then right there, you're a step ahead than 50% of the other beginner 3D hobby artists. (P.S. This is not any kind of argument with you rewdrew2, I was just elaborating on what you said)
  7. Steam took mere minutes. (I sort of think that they should migrate everyone over to steam and leave their personal store.) Steam already has the infrastructure to deal with the load and they do it well.
  8. Wow! I did not realize KAS could do all those things! I will definitely add that to my mod collection. Well then I change my suggestion: Can the devs please make KAS part of the standard game?
  9. Hi all, I looked to see if this has been suggested before, but it doesn't seem to have been. So What I would love to see in game is the ability for kerbals to add parts on to ships, once they are in orbit or landed etc. For example, I built a core for my space station and sent it up to orbit. I then sent up the next module, only to find after an hour or so of meticulously manouvering to get the module in position to be docked, that there was no docking port for it to attach to. I had to pretty much just destroy both ships and start again from launch. Not only would this feature remove a frustration, it would add an exciting element of gameplay. To have a kerbal attach a part, you would have to build a special rocket for the job. A part, called the storage container (Or something like that), would have the ability to assign parts to "store" in it. ot just any part could be stored, only radial attachment type of things. AKA, no structural components or fuel tanks. (MAYBE engines, but that is pushing it. Probably not) Then when you put your kerbal on EVA, you could click the storage container and get the kerbal to hold the part you want, then, similar to KAS, you could place it by showing a half transparent image of what the part will look like on the ship. I'm looking forwards to your opinions, and suggestions
  10. As great as this would be to have in game, I think there is a line we have to draw. This is only a game, and it's intentions are to be fun and as detailed as a game can get. But real life is pretty darn complicated. Wouldn't it be awesome if every detail of the game was exactly the same as the way real life worked? Unfortunately today's technology still is not quite good enough to handle simulating real life. Don't get me wrong, I like the suggestion. I just think its unfortunately a bit out of reach
  11. I like this idea! And maybe you would be able to spawn kerbals from this hanger as well?
  12. I would really like to see tethers in this game, even if its just ebcause it adds an extra layer of depth to the game. I think this works well with another threads suggestion about multiple types of suits the kerbals can wear. Only special Jetpack EVA suits would be completely disconnected. The whole rope physics thing is tricky. But it would be awesome if it were added.
  13. Hi Rareden, If you don't mind me asking.. How do you use Ninja Ripper effectively? When I tried it created so many duplicates of objects and only one of those duplicates would have proper textures etc. Basically a whole heap of problems. Have you moved on to a better method, or are you simply unbelievably patient. (I don't think this is the case, not because you aren't patience, just because a master of his art, such as you, will also be the master of workflow )
  14. Thanks, I actually just figured that out. I was doing everything you said, only step i forgot(didnt know about) was unchecking use alpha
  15. Well I sort of feel silly, as I found out the reason for this problem. At the very least, I hope it helps someone else if they run into this problem. If this happens, select the texture in the UV/Image Editor, then press N and find the checkbox called Use Alpha. It will almost definitly be checked. Uncheck it, and the textures will render out perfectly! Thank you again for this fantastic tool Taniwha!
  16. I figured out what it is. In some of the models, such as this fuel tank, for some reason the texture has an area where it is transparent. This transparent area leads to it rendering out pitch black. If you apply the texture in a decal fashion with an underlying colour on the entire model, then the black areas will be coloured according to the underlying colour. P.S. I am using Cycles for rendering here.
  17. Wow, what an awesome importer! Thank you so much! I have a problem though. The parts keep on having certain areas of the model black, instead of textured. I tried it last night when I downloaded it, and it worked perfectly. I tried again today, and so far every attempt has given me the same result. For example, the nuclear engine has textured body, but the engine cone on the bottom is black, not textured. Any ideas?
  18. Well maybe squad could think about that in the future, however, if you compare this sort of thing, to the major goals and content that Squad currently is working on, I think we will have to wait quite a long time before they relook at things they have already "finished"
  19. Fair enough, I guess its just up to Squad, whether they consider it worth coding for. I think I will probably just set my debris to 0 now.
  20. Just so you can help keep yourself a little more organised, if you right click on your command pod while you have focus on your ship, you can change what type of rocket the game thinks it is. Eg, if its a space station but it thinks its a lander, then you can select a space station icon instead.
  21. I like that suggestion. I think Squad probably plans to add a whole load of sounds later on in development. Compared to the depth and detail of the rest of the gameplay, the sounds are missing a lot.
×
×
  • Create New...