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Modelling a Character/Kerbal - not a part


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So, there are a great number of tutorials available for modelling parts for KSP... But what if you want to model a character? Say, replace the kerbals with actual humans or something else entirely? How do you import those animations, textures, etc? What kind of poly count should I aim for?

Edited by Comet Tail
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14 hours ago, Comet Tail said:

So, there are a great number of tutorials available for modelling parts for KSP... But what if you want to model a character? Say, replace the kerbals with actual humans or something else entirely? How do you import those animations, textures, etc? What kind of poly count should I aim for?

Hi, nobody has done it, not since i started using these forums in 2012, the closest anyone comes is a Russian modder who changes the kerbals heads into ponies (why) .  SO as nobody has done it there are no tutorials, but modelling a character is just like any other type of modelling in a lot of ways, character modelling is, as far as my experience goes not easy to do or learn, but then I'm not so bright :)  .

Character modelling I'd say comes a while after basic modelling skills are learned, so not a place to start modding for the first time, of course you may be an ace modeller and may find it easy , doesn't change the fact you'd be breaking new ground doing something not done before

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1 minute ago, SpannerMonkey(smce) said:

Hi, nobody has done it, not since i started using these forums in 2012, the closest anyone comes is a Russian modder who changes the kerbals heads into ponies (why) .  SO as nobody has done it there are no tutorials, but modelling a character is just like any other type of modelling in a lot of ways, character modelling is, as far as my experience goes not easy to do or learn, but then I'm not so bright :)  .

Character modelling I'd say comes a while after basic modelling skills are learned, so not a place to start modding for the first time, of course you may be an ace modeller and may find it easy , doesn't change the fact you'd be breaking new ground doing something not done before

I actually know that guy - Veon. Hopefully he'll reply to my messages :P

I've modeled a lot of static things in my time. I don't think I've ever really done well, or great, but I do have some experience at least. I've dabbled in some characters, too, and turned up some decent results.

But hey, thanks, it's good to know I'm not just missing something. That you know about Veon but nobody else is pretty telling that this may pretty much be the case (that nobody else has done it before aside from them).

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1 minute ago, Comet Tail said:

I actually know that guy - Veon. Hopefully he'll reply to my messages :P

I've modeled a lot of static things in my time. I don't think I've ever really done well, or great, but I do have some experience at least. I've dabbled in some characters, too, and turned up some decent results.

But hey, thanks, it's good to know I'm not just missing something. That you know about Veon but nobody else is pretty telling that this may pretty much be the case (that nobody else has done it before aside from them).

Well good luck with the adventure , I'm quite interested to see if it could be done also, I have a suspicion that a large dollop of C# will be required for control and insertion,  have a chat with the guys in the plugin sub forum as they'll have a much better idea  of how and if  it could be done than a lowly parts modder :)

if you manage to pull off hunamesque characters  I bet the Realism Overhaul guys will worship at your feet  :)

 

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This would be really, cool, while I couldn't do it for the reasons of I don't know that much C# and have good modelling skills. It would still be good to see, and if there is a way it could be distributed(pretty sure that's called a plug-in but not sure), to help with other people.

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Veon didn't animate the pony heads, he just replaced the Kerbal head with them. That's actually not very hard. The hard thing is animating the heads, inducing all ranges of emotions and eye movements. KSP has at least 15 animations for kerbals: walking, flag planting, jumping, falling, jetpack etc. Replacing the whole model will require redoing all those animations.

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