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{WIP} Blockets! Cubic Rockets!


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Maybe we should just make circular adapters first (so blocket parts can be used inline with size 1 rockets, or a standard circular parachute mounted to a blocket pod, because parachutes need animations and adapters don't

Edited by OrdinaryKerman
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10 hours ago, OrdinaryKerman said:

Maybe we should just make circular adapters first (so blocket parts can be used inline with size 1 rockets, or a standard circular parachute mounted to a blocket pod, because parachutes need animations and adapters don't

Yeah that's a better idea. It eliminates the need for a custom docking port as well. I think that will cut down on the amount of stuff needed. 

1 hour ago, SpaceFace545 said:

@Spaceman.SpiffI love how this thread is 5% content and 95% ramblings about cubes

C U B E

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12 minutes ago, Souptime said:

so hows it going with the minecraft rockets

We still haven't decided whether or not the cubes should be beveled, haven't come up with a standard profile, I'm considering hexagonal (the bestagon) prisms instead of cubes, and @Spaceman.Spiff may be asleep.

Edited by OrdinaryKerman
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3 minutes ago, OrdinaryKerman said:

We still haven't decided whether or not the cubes should be beveled, haven't come up with a standard profile, I'm considering hexagonal (the bestagon) prisms instead of cubes, and @Spaceman.Spiff may be asleep.

my smal tiny lil pipsqueak smoothbrain unertsanded NONe of that, can you dumb it down for lil ole me

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5 minutes ago, Spaceman.Spiff said:

So I was a bit brain-tired yesterday, so I just played some KSP and F:NV. 

I’ll try to do some this evening. 

I may not be able to discuss as much as I am in person for school today. 

lol I didn't know you play fallout, I have fallout 76 (it's crap I know) and 1 and 2, which I got for some reason for free

and good luck in school

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6 hours ago, OrdinaryKerman said:

Should the blockets have beveled edges or sharp corners? Should they be hexagons? What size should they be?

I actually think they should be sharp because that way radial attachment looks better. With beveled corners it would have weird gaps. 
 

Hmmmmm..... maybe I’ll do an expansion in the future with different shapes, but for now I really want to stick with a fairly simple first release. That will be just the size 1 or “block 1” parts. 
 

7 hours ago, Souptime said:

so hows it going with the minecraft rockets

Nothing 

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7 hours ago, Spaceman.Spiff said:

@OrdinaryKerman How do I start texturing?

  1. Finish your modelling. 
  2. Go to the UV editing tab. On the left is your 'UV map', on your right is your mesh
  3. Press A (Select All) on your keyboard in the right window, to select all vertices and show the whole UV map.
  4. (For cubes)Select all vertices on the UV map on the left,  and rotate 90 degrees anticlockwise. Now the sides of the cube should be facing right side up on the texture.
  5. in Object Mode, select or add a material for the part. Then go to the Texture Paint tab, and add a base color texture, I recommend a resolution of 512*512 for these relatively simple parts.
  6. In the left window, you should see the blank texture. Save it somewhere with any name, maybe as <part name>_DIFF.png (DDS conversion only comes when mod is ready for release)
  7. in the UV Editing tab, left window, UV menu, Export UV Layout. Same resolution as base color texture, same location, similar name but with _UV suffix instead of _DIFF.
  8. Get either paint.NET or GIMP (the former is easier to use, the latter is more advanced). Find the base color texture, and open it with the image editor you chose
  9. Back to File Explorer / Finder. Find the UV map, copy it. In paint.net / GIMP, add a new layer and paste the UV map on the new layer. Move that new layer to the top, and it should always be there. In Brightness & Contrast set this layer's contrast to the lowest possible. Adjust layer opacity to your liking.
  10. Now draw. Here's something that should help: 
    • Even though this is for Photoshop, it'll still work with GIMP due to similar feature set and interface. Basic concepts will still be applicable to paint.net.
  11. When you're done, export as PNG with the same name as the original blank base color texture (<part name>_DIFF.png)
  12. Open Blender again. In the Texture Paint tab, Image drop-down menu > Reload. Now you can see your texture on the model.
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