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Showing results for tags 'Art'.
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I made some flags for KSP2, and I just thought I should share them. The image above shows all flags in full resolution, no compression, the same as they were when I drew them. You are free to use any of these flags for whatever you like. No credit needed, though it would be appreciated if applicable.
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Some images I created using Automatic 1111 (A1111, a Stable Diffusion based stand-alone art generator). Like all AI art, these were a bit hit and miss, with even simple prompts sometimes generating something not even remotely related to what I was asking for. But enough turned out halfway decent that I am willing to share them (note these images were previously posted to the "What I did in KSP1 today" thread)
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made these is class today cuz its friday what do you guys think?
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The Art of Part Design. My modding history began in 2017 were I came across a mod from Tygoo7. I instantly fell in love with the mod and after some time I approached him asking if I could continue his fine work. Back in those days, the modding community was still relatively young and while I had some knowledge in Unity and Photoshop, my art design wasn't the greatest. During the years I have come across a lot of good people who dedicated their free time in making amazing part mods for KSP. They guided me through the appreciation of Porkjet's style and eventually to work in tandem with styles from other authors such as Nertea, Cineboxandrew and Beale, to name a few. To this day I am still critical on what I make and how it is represented in the game. I made the Tundra's Space Center mod to add new and exciting launchpads to launch from. Following the strict rules Bac9 made here: I set out to make one of the best looking pads in KSP. Fast forward to today. I am overwhelmed with how KSP2 looks. The graphics are amazing and the sounds are beautiful! KSP2 will be a good base for a whole new generation of people playing, learning and modding the game. However, things are looking a bit messy regarding the art style of parts. Specifically, the ' errors' . I know KSP2 is in a very Early Access state. I am confident that these parts will get a nice overhaul once the base systems are stable enough. But I have encountered many errors/problems with these new parts. I have made a list with all the things I have noticed. I hope these things will be addressed at some point during EA. Firstly, I'd like to address part quality assurance and standardization. As you can see here, these two parts (FL-T800 and the VL-T30 Engine) doesn't seem to align properly. This problem exists because the 1.25m fuel tank is made of 24 sides and the engine sits at 36. These inconsistencies are a problem. Many of the current 1.25m engine plates are 36 sides were as the fuel tanks are 24 sides. Command pods are at least 48 sides which isn't that big of a deal. 48 does match a little bit with 24. But I don't understand the 36 side choice. I hope this problem will be fixed in future updates. Inconsistency is key to many of the errors we will encounter in this thread. Part clipping occurs when a node is too low regarding the surface of the part. As you can see here, the TVR-1180C clips through the FL-T800 fuel tank. The height of the node from the TVR-1180C should be increased so both seams are matching and we have a flush part! Another problem is that the Bi-coupler version (TVR-200) doesn't match the dimensions of the fuel tank. Resulting in the ring being bigger. These are just some of the findings from the first hour of playing the game. Many of these imperfections are easy to fix and should be addressed. However, there is more! Taking a closer look at the end caps for the adapters, one in particular stands out. The 1.25m to 2.5m adapter's end cap seems to be rotated at an odd angle: There seems to be a gap when attaching a part under the MK1 Explorer: The MK2 Tuna Can top node is not centered: Good textures are key to many parts success. When we take a look at a lot of popular, larger part mods, every single part is carefully crafted with consistent texel density, ranging from 300ppm to 600ppm for really detailed parts. When I take a look at KSP2, many parts are inconsistent regarding texel density. I simply don't understand why some of these are higher quality than others. I have a feeling that there doesn't seem to be a standard in many of these design choices. If I was an art director, I would have had a list with checkboxes that every single part needs to meet in order to be in the game. I know, for example, when ReStock was developed a rigorous testing process was made against each part to ensure that it met a high quality. These areas included: Localization Tags Holes in Mesh Model Mesh Issue (Missing structure etc.) Collider Issue Model Orientation in VAB Node Placement Part attachment to other parts (stack/radial) Texture Issue (Diffuse/Normals/Mirroring etc.) Model/Texture Alignment Issue Emissives Issue Animation Issue FX Issue Sound Issue Thrust Transforms (Torque) Shroud/Fairing Issue Gimbal (Animation and Structure) Variants Working (Resources, Model etc) Specific PartModule Issue Aesthetical Design Issue Generic Improvement Comment IVA Issue Balance Issue (RS+) The texture files can use some optimization too. I noticed a lot of UV maps that could be stacked and reducing the space needed on a sheet. For example, the FL-T800 uses two textures for the top and bottom half of the tank. This is a great example of stacking the UV maps on top of each other so they use 1 texture for both sides. I hope that the community will list more down in this thread. That so we can keep everything neat in one place regarding the aesthetics of parts.
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One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion. KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned. Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning -modelling -texturing and animation -rigging -unity import -troubleshooting While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that: - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.) -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff. -toolbox for modders – it kind of overlaps with last point, but could be expanded. Please join the discussion, or add other ideas below. Thanks in advance.
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Art of Reentry (AOR) Stylish and slightly functional heat shields to protect your kerbals or more important science devices, For Kerbal Space Program. By zer0Kerbal, originally by @Rareden adopted with express permission and brought to you by Moho HVAC See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L Deadly Reentry Lite Deadly Reentry On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Rareden for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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This thread is (obviously) to post ASCII art. You can directly post your texts, like this +----------+ | /\ | | || | | /||\ | | / || \ | | ``^^`` | | /\ | | /` `\ | |/` `\| +----------+ or using a screenshot, like this Have fun! (P.S: this is my ASCII logo , don't steal it!)
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Have you ever wondered what you'd look like as a Kerbal? Share your picture with us here or on social media using #KerbalizeMe for a chance to be Kerbalized!
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Visited inspiration and decided to make a video. Since recently I discovered myself in motion design, and was interested in the KSP theme, I decided to combine business with pleasure. I would like to share a little about the work process. I will try without any incomprehensible words It all starts with an idea. This is the main point. Those who watched the movie Inception will remember that the main goal of the protagonists was to sow an idea. So, after the idea that began to "sprout" in my thoughts, my imagination began to connect to do something creative for KSP. I started with a concept about how the video would be presented in an abstract form. To roughly understand the very idea in practice - already looking at it all with your eyes. All that is required to do this is to mold from primitives as soon as possible in order to understand how viable the idea is. Preview shot 1 Preview shot 2 After I have managed to see the simplest concept, I can slowly fill with the main objects, in our case spacecraft and so on, the planets of the Kerbol system and of course, nowhere without kerbonauts Now, of course, everything is in development and, if possible, I will try to present intermediate results. Here's a quick rundown on how to go from idea to implementation. Thank you for attention:) p.s. Sorry for my English
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I didn't find any sprite of kerbals for stream avatar so i made some i'll keep it updated, here goes nothing : https://drive.google.com/drive/folders/1AwC9BddIXuT1QwlEEfL9OuEVEK3U-uPE?usp=sharing
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Who doesn't love some good space-themed art? Here, you can show off some of your favorites! It can be either one you've made or one by somebody else, as well being a traditional painting, drawing, or digitally-made art. You don't have to, but I recommend also saying the artist and title of the art, too, just in case someone wants to know. Here's "Exploring Mars" by Chesley Bonestell:
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I got bored, decided to make a map of Kerbin.
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This is made for TheBeardyPenguin's Beyond Kerbol career series. I think you should check it out. It's pretty good. Made with MS Paint and used Paint.net for after processing.
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All made in Paint Moho Eve Gilly Kerbin Mun Minmus Duna Ike Dres Jool Laythe Val Tylo Bop Pol Eeloo
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Made in MS Paint No text because even the largest size was still very smol
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Post Any Fan Work But Missions Here In The Comment Section Post: Fanart, videos, or show off your work! Rules: Here's a photo for you Or More Photos
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Hi guys i just wanted to share my art pictures. I draw something based of materials, chemicals and even physical process. All of this in abstract way of course! I ask you not to judge abstract art, though it is very dumb sometimes. (Just to mention , i use MSpaint for this) Solve a paradox (for your background, fits mine very nice.) Spektrum. Very nice and simplistick background,not because of art, but because it is calm and not blinding. Photon. Carbon. Anti. Though very simple, looks good on flags and backgrounds. Fractal. Basicly just mess with light reflections. Sylicate. Lava. I have 4 more to go! But i won't post them for now, i want to keep your interest.
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Hi guys! I just wanted to share my work with you! Don't judge the pixellization, please! I did this as a tribute to countless work of graphical designers,programmists and the whole SQUAD team! Hope you like it!
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Recently, I've thought of something. I, along with a few other people in a special team, have seen amazing posters for planets such as Jool, Laythe, and Eve. I'm looking for an artist capable of drawing amazing posters like this: https://imgur.com/fmhFLGJ! Or this: Or this beautiful poster! If you think that you can make planet poster comparable to these, then please DM me, and further information will be given! Thank you in advance!
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Recently, I've thought of something. I, along with a few other people in a special team, have seen amazing posters for planets such as Jool, Laythe, and Eve. I'm looking for an artist capable of drawing amazing posters like this: https://imgur.com/fmhFLGJ! Or this: Or this beautiful poster! If you think that you can make planet poster comparable to these, then please DM me, and further information will be given! Thank you in advance!
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Hey I am looking for a new wall paper for my computer. Now this would be easy but I am in search of a very specific one. It looks like a concept art from the 1980's, a space station in orbit of Mars. All I can describe it as is one or two astronauts with a space station and Mars in the background. I remember see it in in a space art book, can't remember the name.
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Hey careless forum! How is it going? Maybe you know me by my collection of abstract art. If you are not familiar with it here is the link- LOL So after you've seen what you are going to learn now, lets begin working. Class 1, Topic 1.- Babysteps. So, now, you will need to find MS Paint. (sorry i don't know whether there is paint in Mac, but if there is do your best) After you've found Paint, lets begin with very simple task: 1. Choose any color you want in Pallete, which you will find in the right corner. (except entrirely black or entirely white) 2. Find button (close to pallete, a bit more to the left), there will be 4 sizes of lines. Pick the 3 pixel size. (you can acknowledge the size by hovering over it) 4. Find ''Figures" button, it is somewhere in the middle, just a tiny bit to the right. Now lets find rhombus (flipped square), place it in the middle of the picture. Then, using simple strait lines,lets make the grid. I won't explain it, i will just say two things: it makes stuff 3d, just copy it. Now lets paint it. Now i will give you a clue how to use light and shadow. By your IMAGINATION place somewhere (in the corner, down,up) a light emmitter. Take you base color and make 4 versions of it: one brighter than the base color, base color itself, a little bit darker than base color and the darkest one. (not entirely black, just darker) Find the right coloring tool. (i don't remember how is it called, it is just a picture of tin can with paint spillt out, sorry) Now place the color in such order: Brighter- closer (to light emmitter) Darker-Further. Here is what you're supposed to get: That is your first drawing! Congratullations if you made it so far. Class 2 Topic 1- Void Voids are great decoration to any drawing, they can be used as atmospheres of planets, special effects and if you are an abstract artist it is a little, yet great way to show something in 3D. Due to technical difficulties, I am able to show you only the end result. Sorry. So, currently, we need to create another drawing, then we need to paint the whole background black. Now, lets put something into the center, it can be absolutely everything, just not very big, probably as big as our previous drawing scaled down to 1/2 of its previous size. Now to the drawing.. Lets choose a certain color and make a square out of it, make sure it is far enough from out object in the center. (Make sure the color is bright enough) Lets put another square, witch is a little bit smaller than the previous one, make sure they are close to each other (20 millimeters) Paint the space between them, it should be colored the same color as the squares are. Then, make a few (6 or more, or less) variations of the color that are darker than the previous. Conduct the same operation until you will end up with absolute darkness. You should get something like this: (The central thing is unnecessary) If it will have enough response, i will make another lesson. POST YOUR THINGUS