Jump to content

Is anyone using Maya for KSP mods and models?


Recommended Posts

I'm quite proficient with Autodesk Maya, been using it since 2004 for architectural rendering/visualization (arch/viz). Is anyone using Maya for their work instead of Blender, 3DSMax, etc.? I'd love to do some KSP work in Maya, so if anyone is stuck or needs some modeling or texturing done, feel free to let me know. I've got a pretty wicked modeling and rendering gallery if anyone needs some references. So far I've only done realtime work in CryEngine and Unreal, but Unity seems pretty straightforward in comparison.

Link to comment
Share on other sites

Well, KSPI Extended could use some improved models, I'm now forced to reuse existing models for parts because I got nothing better.

Also I would like the expertise of a good texturer, so that when switch propellant in the VAB for the Interstellar Fuel Tanks, it will become visible on the tank

Edited by FreeThinker
Link to comment
Share on other sites

Never tried it with KSP, but I know that you can get your stuff in Unity using the FBX format (You might have to activate the FBX export plugin). From Unity to KSP/.mu format, I have no idea.

Maya rules!

Edited by RedParadize
Link to comment
Share on other sites

Well, KSPI Extended could use some improved models, I'm now forced to reuse existing models for parts because I got nothing better.

Also I would like the expertise of a good texturer, so that when switch propellant in the VAB for the Interstellar Fuel Tanks, it will become visible on the tank

I'm proficient in both areas, but haven't modeled KSP-type parts before. They're pretty straightforward compared to most of my work. Here's an example, and a link to my DeviantArt page if anyone wants references. I'd love to work on some models and textures and help out, since I'm no good at programming or coding for game plugins, at least I can contribute something to the community hopefully. :)

uN3JW9n.jpg

http://jaredthedragon.deviantart.com/art/Wine-by-the-Window-2014-436674135

Link to comment
Share on other sites

I use Autodesk Maya 2008 to model parts for KSP. The DAE FBX plugin is required to be able to export the models into .dae format. I can then get them into Unity and into the game fairly easily. The only thing I have noticed is that if I want to make a 1.25m tank I make a cylinder with a scale factor in the X and Z-axes of 1.25. You can then export this, but once you get it in KSP it is twice as large as it should be, which I believe is due to the way in which Maya defines cylinders. So the only issue I've had is that I have to set the rescaleFactor to 0.5 instead of 1, but that's it as far as I've been able to tell.

Link to comment
Share on other sites

Wau nice reference. I am using Maya 2015 and like it. Exporting to FBX so I can use my model in Unity and do some last additional changes in Unity.

But I am still a newbie in Maya so still watching digitaltutors and readimg books.

Link to comment
Share on other sites

Here's a quick (5 minute) model of an engine housing in Maya. Nothing special obviously, but given some illustrations and direction I can model and texture just about anything. I like the in-game models and of course many of the awesome mods, but haven't seen anything I don't think I could handle yet. Granted, the game has many limitations as well.

H4wCcn0.jpg

- - - Updated - - -

Freethinker, do you mean when "switching tanks" that the models change as well, like in B9's HX parts? I use those a lot, and they're among my favorites aside from being completely obnoxious. I'd love to do stuff like that! Not necessarily that size or shape, but modular parts are definitely an asset at gametime.

Link to comment
Share on other sites

Freethinker, do you mean when "switching tanks" that the models change as well, like in B9's HX parts? I use those a lot, and they're among my favorites aside from being completely obnoxious. I'd love to do stuff like that! Not necessarily that size or shape, but modular parts are definitely an asset at gametime.

KSPI is all about modular parts which can change behavior on the fly or by which part they are connecedt in the VAB or by docking. We already have modular Thrusters, Reactors, Generators, IRSU Refinery and now also modular propellant tanks. The only problem is that I want to switch their model/textures when you switch their content in the VAB. I also need Thrusters which can switch nozzle optimised for differnet atmospheric pressures (low, medium, high or vacuum ISP).

Edited by FreeThinker
Link to comment
Share on other sites

  • 2 weeks later...

I'm using Maya for work but i am mostly doing 3D Animation stuff and some python programming in Maya.

I want to start making mods for KSP but before that, do any of you have any tips ?

Thanks !

Link to comment
Share on other sites

  • 3 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...