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Interplanetary Colonization Craft


iBotz

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This is a WIP of a section of an Interplanetary Colonization Craft model that I have been working on for the last couple of days. As you can see, only the fuel section is fully textured and modeled. That white capsuloid is going to be the engine/energy capsule and it still needs modeling and texturing. The final ship will be about 3 times longer than this. This will either a) Become part of a 2 minute video in which the real world and the KSP world collide, or B) just a set of pretty pictures. I still have around 1.5 months before I head off for University, so hopefully I can get it done by then.

iBotz

Edited by iBotz
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Update:

I've modeled some new assets, but have yet to add them to the main craft. I did add some surface detail to the Power Module, but have yet to texture it.

Here is a video of the current range of motion. Currently, the solar panels only rotate on one axis of rotation. If I can, I will get them to rotate in line with the craft like is already done and have them rotate on their own axis perpendicular to the craft.

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Edited by iBotz
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So, quick update

1) I've altered the Solar Panel configuration for a more efficient use of space (heheheh). I'm also going to add higher poly, longer solar panels later on.

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2) I've also planned out the rest of the ship in a crude drawing as seen here.

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*Also happy 'MERIKA day

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That would be amazing! I would definitely need to make a lower poly count model for that. Some of the parts I'm modeling are pushing 5,000 polys on the small nurnie bits.

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So, Pepsi fueled update:

Finished the Low Poly Model (Everything past the Fusion/Solar Reactor is low poly, the Propulsion and FS Reactor are mostly high poly). Now I have a sense of what the final product shall be along with general scale and layout. Making a LowPoly 3d Model before the main one is a really good technique to do. If you don't, its like trying to paint the Mona Lisa with no rough sketching before. Tomorrow I shall start the High Poly Engineering and Hangar Modules! Now sleep.

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So update:

I added a little bit of detail to the Hangar section, but I halted there because I want to learn rigging in modo so I can make a more dynamic model/animation. I have some college orientation stuff going on this week, so I don't think I will be able to do anything until next Tuesday.

Until then, here is a sketchfab model for you to look at. Those seemingly gaps between sections were temp docking ports that were too high poly for SketchFab.

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  • 1 year later...

Wow, looks great. Impressive that you modelled everything yourself. You could try making it in-game using Near Future and Lack Luster Labs mods, a lot of the parts remind me of those.

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