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Looking for a texture artist


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at the bottom there is some polygons gone I did that to make it look like it has been found rusting. So go for a battered feel for the engine. I think the size got mesed up because cinema 4d has been acting up. If you could do the meshes because I have no experience with any of this.

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I loaded your model and there are some things that you need to change in order for me to be able to texturize it.

The polygon count (57 438) is way too high, you need to lower the poly count, especially the pipes around the center, but the center part is fine.

And the 'rust' you were talking about, if KSP supports 'see through' textures I think it would be much much easier to make it rusty with the PNG texture instead of removing polys.

So if you could fix the poly count I might be able to make a texture for it :D

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How\'s the status on getting the model properly fit? I am itching to cfg-edit that part now, but I am keeping myself busy (luckily) by cfg-editing other parts (like some from mod packs and stocks), so I can\'t wait until your poly-model gets fixed and then we can get to business! BTW, texturing with proper hi-res png\'s lead to better texturing and load on both the part and the game. Keep this in mind. 8)

EDIT: I just imported the dae into Blender, looks pretty fine, but it may be a little, too low poly. Maybe increasing the poly count by a few polys? It may/may not look better, but it\'s up to you. I\'ve also started on the part.cfg for it. Will post here once done.

EDIT2: I have the cfg done, along with the base part folder. Remember to read the readme.txt in it, joedude69. It\'s for you to read.

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Hi again, I was away today so I didn\'t have time to do anything with the model.

I\'m assuming you are not working in the .dea format, can you attach the original format?

I\'m using 3ds max so if you are using a blender format (if you are using blender) you could perhaps export it to .FBX or .obj?

It would be easier to make textures before exporting it to .dea :)

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Hi again Joedude.

I remade the mesh on the engine as there were some parts that needed some remodeling.

Zz4tu.png

New mesh next to the old one.

The new mesh has 1068 polys compared to 6803, but I\'m fairly sure it will double once I export it to .DAE

I\'m going to start the UVW unwrapping soon, I just made this post so you know I haven\'t abandoned the project :)

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Hi again.

I\'m done with the unwrapping now :D

I\'ve not done anything with the texture, it\'s just a .PNG with the outlines of the different parts, but I dont have time right now to paint the texture so you have to do that yourself.

I dont think that should be a problem, it\'s not that hard to paint it. Just so you know the pipes are warped somewhat in the texture but you will notice how that affects the texture on the model. It\'s pretty easy to work around that anyway.

Here is the details:

The scale should be set to 1

node_stack_top = 0.0, 1.76153, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -1.54969, 0.0, 0.0, 1.0, 0.0

fx_exhaustFlame_blue = 0.0, -1.54969, 0.0, 0.0, 1.0, 0.0, active

fx_exhaustLight_blue = 0.0, -1.54969, 0.0, 0.0, 1.0, 0.0, active

fx_smokeTrail_light = 0.0, -1.54969, 0.0, 0.0, 1.0, 0.0, active

That should work

Hope the model and unwrapping is good enough to work with, and if there is something broken with it just message me or something and I can try and fix it :)

Edit: Attached wrong .DAE fixed now.

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