Jump to content

Singularity Research Initiative - dev thread


Daemoria

Recommended Posts

Wow, just wow. These are like futurised Russian launch vehicles. That first image of that green Soyuz look-alike rocket just looks so sublime. Though I would hate to think how slow that would run on my PC but it would be worth it to see those rockets in action. The pods look like nothing I have ever seen before. Its sort of similar to Interstellar. Those drawings are really good too.

Just can't wait to you make these available for download! :sticktongue:

Link to comment
Share on other sites

Every day i dream that i am part of the modding team :P If only i had any skills that could be useful...

Generally useful skills for modding are designing/concepting, 3d modelling, animating and coding. There are likely other things but thats 4 things you can do right off the bat. Get in some practice with one or two of these, become fairly proficient and violla, you have useful skills for modding in KSP.

Link to comment
Share on other sites

Yeah, I didn't know anything about modelling a month ago, but there are so many really good tutorials out there if you want to get into it. Blender isn't so scary once you've watched some tutorials and messed around with it.

You may go about things differently, but my progress was:

1. Watch a tutorial on the UI

2. Read 3 different step-by-step modelling projects, mash them together in making a 3d version of someone elses scribbled concept art

3. Watch some more box modelling tutorials, start a new project

4. Try to put something simple into KSP to feel like I'd accomplished something

Just mix it up if you get frustrated.

Of course, having technical 3d skills is one thing and having creative art skills is another.

Link to comment
Share on other sites

Yeah, I didn't know anything about modelling a month ago, but there are so many really good tutorials out there if you want to get into it. Blender isn't so scary once you've watched some tutorials and messed around with it.

You may go about things differently, but my progress was:

1. Watch a tutorial on the UI

2. Read 3 different step-by-step modelling projects, mash them together in making a 3d version of someone elses scribbled concept art

3. Watch some more box modelling tutorials, start a new project

4. Try to put something simple into KSP to feel like I'd accomplished something

Just mix it up if you get frustrated.

Of course, having technical 3d skills is one thing and having creative art skills is another.

My own method was to decide on a small-ish project, and figure out what I needed to learn to to it. When I'd finished that thing, I'd do something a little more advanced.

I agree wholeheartedly with that last statement. You can have all the technical skills youd like, but without some degree of creativity, you might as well just be a 3d scanner.

Link to comment
Share on other sites

I agree wholeheartedly with that last statement. You can have all the technical skills youd like, but without some degree of creativity, you might as well just be a 3d scanner.

Hey, don't put me off so badly :P

I never took any art classes in school beyond age 13, and I've always considered myself Not A Creative Person, but I just haven't developed my creativity muscles yet and doing this 3d stuff has made me realise that maybe I do have some creative potential.

And 3d scanners are useful things, think of all the sweet scifi concept art out there that's never made it into a game. Even if you've never made anything creative ever, learn 3d modelling, basically.

Link to comment
Share on other sites

Hey, don't put me off so badly :P

I never took any art classes in school beyond age 13, and I've always considered myself Not A Creative Person, but I just haven't developed my creativity muscles yet and doing this 3d stuff has made me realise that maybe I do have some creative potential.

And 3d scanners are useful things, think of all the sweet scifi concept art out there that's never made it into a game. Even if you've never made anything creative ever, learn 3d modelling, basically.

It wasnt meant quite as harshly as it sounded :sticktongue: everyone has some degree of creativity. Personally, I find art schools to be a load to ****, at least here in the UK. They follow the same grading criteria and teaching methods as academic subjects, and this just is not suited to anything creative. Sure you'll learn a few technical skills, but you wont learn to be creative at all. A guy working at Ubisoft once told me, you dont need great technical skills to be a great artist. Art is about the idea, not how photorealistic you can make it (A great example is the difference between CoD/BF/Halo, and KSP. The prior may look quite realistic, but the actual design and idea of it all is so bleh. KSP on the other hand looks far less realistic, but has way more original ideas behind it, and is way more fun). I can guarantee that if you can loosely sketch a fantastic idea, another artist will take it to the next level for you.

Heres the part where I noticed that I rambled a bit. Lets let this thread continue on its regular tracks now shall we?

Link to comment
Share on other sites

Well i created a nice small model of a 1.25 m engine that looked nice (except the texture), but there is now way i can learn on how to import into Unity or KSP. My only skills would be "other" or concepting.

Link to comment
Share on other sites

Well i created a nice small model of a 1.25 m engine that looked nice (except the texture), but there is now way i can learn on how to import into Unity or KSP. My only skills would be "other" or concepting.

What is stopping you from importing to KSP? The fact that you can run KSP means you can at least run Unity, and there are thousands of tutorials on using Unity. There are a good few on these forums too.

Link to comment
Share on other sites

Actually, importing is one of the easiest step, methinks. Just need a couple things to do before it gets used in game and viola. Making the cfg (esp the weight, resources, modules blah blah) is harder. And for me, a guy who barely knows how to model in blender, it's easier. I got a cylinder imported to ksp once.... hooray, and that's just by watching and reading stuff from the ksp community and youtube.

Link to comment
Share on other sites

What is stopping you from importing to KSP? The fact that you can run KSP means you can at least run Unity, and there are thousands of tutorials on using Unity. There are a good few on these forums too.

Ich verstehe nicht diese tutorial! Or something like that. As far as i know i have to make a collision mesh. Wait! I did import from Blender to Unity! But it lost all textures i made :( Ah now i remember! Modelling wasn't the part which was too hard for me! It was texturing! I would rather tear my heart and guts out of my body than understand how to make textures PROPERLY. Making cfg's is the easiest part for me, because i just copy a cfg from and existing part and edit it :P (i think it isn't against law is it?) So the sentence should be rather: Ich verstehe nicht wie funktioniert die Textur!

Link to comment
Share on other sites

Ich verstehe nicht diese tutorial! Or something like that. As far as i know i have to make a collision mesh. Wait! I did import from Blender to Unity! But it lost all textures i made :( Ah now i remember! Modelling wasn't the part which was too hard for me! It was texturing! I would rather tear my heart and guts out of my body than understand how to make textures PROPERLY. Making cfg's is the easiest part for me, because i just copy a cfg from and existing part and edit it :P (i think it isn't against law is it?) So the sentence should be rather: Ich verstehe nicht wie funktioniert die Textur!

You've just gotta know what tutorials to look for. My own process is usually as follows: Sketch > Rough model > Hi-poly model > Low-poly model > Unwrap UV's of low poly model > Bake maps > Texturing > use the model for whatever it was made for.

It can be shortened for a beginner though, just find tutorials for each part of the workflow. It will all come together. A workflow for yourself could be as follows:

Sketch > Low-poly model > Unwrap UV's of model > texturing > Unity stuff.

Link to comment
Share on other sites

Well i did the texturing stuff (after some work), but i just competely don't understand why it doesn't show in Unity. Or maybe i export it wrong? I only putted the Blender file inside Unity files.

Link to comment
Share on other sites

Well i did the texturing stuff (after some work), but i just competely don't understand why it doesn't show in Unity. Or maybe i export it wrong? I only putted the Blender file inside Unity files.

You'll need to bring in your texture images too. Then assign them to a material within unity, and apply that material to the model.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...