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Release May 2024: Release October 2021: Release July 2021: Update June 2021: Update April 2021: Well, here it is... The lack of KSP fan art animations was bothering me. I am a long time fan of KSP with hundreds of hours well spended in the game. I'm convinced we can bring to the community some good kerbal stories and get a good laugh on the go. A new, longer and better animation is in early steps of production, but animations are no easy feat; every supporter joining this endeavour means more time I can spend doing this kind of things. I really hope you like this and, as always, I'm open to questions & recommendations.
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By chance does any one have a an accurate 3d model to print of a kerbal or a animation model? I have looked at shapeways but they no longer sell kerbal models.
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So i made my texturing on a mesh directly in unity, without uv mapping in 3d software. And i set my material to ksp shader, and hit write. Unity Part Tools exported the image textures used on materials but in game it didn't work. Could it be done without UV maps or/ with untextured UVs ? And the materials to be an image texture, applied on the mesh in unity?
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Hey everyone! I am fairly new to this forum, and I thought it would be cool if I contributed something! So, without further ado... KSP - Logo 3D Model Recently, I working in Sketchup to create a 3D model of the KSP logo in blender ! It was being made for an upcoming animation I am making, and the work took a hefty 5 hours to fully complete, so I thought it would be nice to upload it so people wont have to spend 5 hours making the exact same thing. Do keep in mind, I am not a professional at 3d modelling, and some lines may be a bit wonky, but thats nothing a bit of motion blur shouldn't fix . /// Downloads /// http://www.mediafire.com/file/j1lzcojqe91f431/KSP_-_Logo_(cycles).zip PS: You don't *have* to credit me, but it would be appreciated
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Hi everyone ! Following my last post (https://forum.kerbalspaceprogram.com/index.php?/topic/164409-a-new-type-of-mouse/), I gathered all the information I wanted in order to prepare my gaming mouse project. I want to thank you all for your answers, there were so many ! This time, I'll try to answer to all of you, promise Now, I only need one thing to perfect my presentation : the configurations of the mouse for KSP. So I ask for your help again ! Here is the list of the buttons and X, Y, Z axis : - Left and right clics - 2 side buttons - Joystick button (you press the joy) - Analog joystick 360° : config on 4 directions - Analog tilt 360° : config on 4 directions - Translation up, down, left, right - Scroll wheel up, down - Scroll wheel button - Lexip button (under the scroll wheel) - Scroll wheel sensitivity - Mouse sensitivity - DPI (01 to 5040) You can set up all these buttons with the Control Panel. You can do what you want (keyboard keys, shortcuts, macros…). How would you configure the mouse ? Thanks again !
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Hi I work in a company which has created a 3D mouse designed for graphic designers and 3D designers. I find the format suitable for video games and I would like to know your opinion on the subject. Our mouse is called "Lexip 3D", it has a joystick and a tilt allowing movements in 3 dimensions on 6 axes. Companies like Dassault Systems have had the opportunity to work with. Today, we don‘t sell this product anymore but we are working on a new basis for our professional target. On my side, I would like to present some mouse’s configurations on video games to my superiors to propose the development of a Lexip gaming mouse. I had the opportunity to do some tests on your game: You can set the tilt, the joystick, the buttons as well as the classic keys of the mouse. As regular players, what do you think of our mouse? Would it be interesting for KSP? Do you have any configuration ideas? Thanks !
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http://hackaday.com/2016/11/08/nasa-puts-its-3d-models-up-on-github/ Direct link: https://github.com/nasa/NASA-3D-Resources
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Are there any side by side 3D mods for Kerbal Space Program?
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- side by side
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hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
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hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
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After finding a lack of 3-D printing threads on this forum (apart from Eucl3d), and wanting to show everyone a print I just made, I decided to create a 3D Printing Megathread! Eucl3d prints, as well as personal ones are welcome! I personally only know a little about 3D printers, however feel free to discuss anything with 3D printing as well. To kick things off, here is a Tiger Tank I just printed on a Makergear 2 (not mine, it belongs to a friend). It is 10 cm long and printed in 4 hours. I plan on painting it with acrylic paint soon (tm).
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Hello all, I made a little animated film based in the KSP universe to teach myself a bit more about 3D animation. It's all fully 3D, no in-game footage was used Below is some of the development work that hung around while this project was still a WIP:
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People deserve to know: Shapeways has been hacked. Anybody that has ordered anything from them, like 3D printed Kerbals, might be compromised. Strangely enough there is nothing about it on Shapeways' frontpage. http://www.theregister.co.uk/2016/07/26/shapeways_warns_customers_of_hack
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Hello there ! I'm a new Kerbal explorer and happy to became a player of this awesome game. In real life I'm a digital designer (that mean I work with industry to make your everyday product very sexy, all that in 3D) and a 3D graphist (i began with that at the origin with Blender 12 years ago !!) My first impression of the game was "awesome, a fantastic game where you have to do EVERYTHING to explore the space, note like EVE or Star Citizen (RSI)". I played for 1 week long and understood the working process of the game. Well, after this week I feeled a bit desappointed : OK this is a great sandbox with tons of possibilities, but the fact is there is not any background like (in French) "Les Lapins Crétins", no emotionnal attachement to the character (despite I preferred to start again a mission instead of sending my kerb dead outer far space). I mean the common player won't stop on this game because there is no real graphic identity, and very, very, very basics graphism ... BUT I'm not this king of guy who said it's bad and do not do anything. So here is my project : 1. Bring better graphics This is the first and non discutable point. At all. So, I search to know how the game was made and was happy to read that the next update will use Unity 5.0. So now, tell me if I'm wrong but : • there will be x64 support • more textures size possibility (not necessary to keep below 4gb RAM ressources) so 1024² will be good • more geometry possibilites. Here is my first attempt during last evening for validating process (using basics shaders of UNITY, didn't installed the KSP addon) Just modeling and using normal baking to stitch it to a single plane (2 triangles here) Then, the test was OK for me, I used to reproduce the TR-18A Decoupler. Build from scratch, just taking print screens. 280 tris total, I'm pretty sure I'm not far from the original count with 1024² textures (512² original) The final result is "good" but I want tu push this little simple piece to a very good detailed one. This is just the beginning like a warm up. So this first goal will be to take each piece of this game and do real good graphics. Like "ultra graphics" for those players like wo loved to see the britle of the sun on each piece of my fu**ing awesome ship. Big goal ! Now, I will take a look how to bring back each parts for editing them, hard part too for me (remember I'm a graphist, not a developper) 2. Environnement, what the hell ? My first look on the buildings of the game was "Oh my god, in what year this game was made ...gush, it's still on developpement ... did they killed their graphist ? " And when you undrestood the basics, you didn't stick a long time on the planet : for me, the beginning has to be harder, and would begin with a water rocket. No Kerbal in a box, just water and pressure. My goal after bring better graphics to parts is to bring theses to the environnement which will be remodeled to fit better with the Kerbals (see below my vision of Kerbals). In full carreer mode you start with these buildings very far from each others. My think is at th beginning, the Kerbals didn't think that putting some tons of explosives nearby the astronaut schools or even public was dangerous : • The base has to be very small at the beginning : 2 or 3 kerbals are walking on an open build area, and the launch is made on this build area. A launch what ? oooooooh ok, let put some credits for building a launch area, good idea ! A traelling what ? Oh you mean a machine for bringing the rocket from the build area to the launch area ... And there you had, just on "few" works (I know that few means A LOT. A TON. A FULL BUNCH OF TONS) many things the player has to develop to make bigger and bigger this area. For exemple, the build area is very huge at the beginning. No one Kerbal could imagine a rocket will be this taller at the beginning. Impossible. • The base MUST match with Kerbal style. We have here a copy/paste of NASA buildings. Kerbal people must have their style (more "toon" I think - don't forget they smile like idiots during the launch phase). • Then, and this is a big-huge-mega-then, add a small town where the Kerbal will rest when they are not working veeeeeery hard. Adding vegetation would be difficult, that's why i'm not talking about that right now. 3. We have Kerbals people. They didn't look human at all, we feel really their stupidity, but we can't be attached to them because they seem to identical. A pilot would not be like a scientist. They MUST have a very recognizable look : • a pilot will be very "sexy" (kerbal's sexlook ... well let me think hard to that) or Russian look (in all movies at least one pilot is Russian and probably crazy. True story) • a scientist will wear glasses and will be tiny, focused on his mission, but if a butterfly pass no one will be able to focus him again and a Kerbale (with a E, female version) will put him on his worst fear ever. • an engineer : smoke nearby a fuel tank ? No problem at all ... • etc ... In resume bring via good graphics a real personnality to each Kerbal. A character modeler ? Why not ... Well, this is a ton of text and I have many work to do on this, only during my free time. The other time I have to work on projects not very funny (see here : http://www.p-ka.fr ). So be gentle I will not have a killer cadence on modelisation/texturing each part. But maybe one day I will work as freelance for KSP during my professionnal time ! Who knows ! (nobody but I hope a lot :-D ) See ya in few days, until I update other graphic stuff here after editing pieces and integrated them in the game :-) Thanks for your patience and kindly toward my English (not bad but not perfect)
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NASA has released a huge amount of new 3D models: http://nasa3d.arc.nasa.gov/ I'm speechless...