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Sauron's Capsule Project -- Meshes and Textures!


Sauron

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Actually, tanks are what makes landers. If you want, you could also match up a hex/octo tank in a lander you could think of

I'm going to have to agree with you, it feels like getting good fuel tanks that look good with the pods are what the real hangup's in cool lander designs come from, I mean the Alcor pod just feels out of place when all I really have at my disposal are either 1 or 2 meter cylinders that don't match the style of the pod. With lander cans I think they need a fuel tank to go with them that fits the theme, has enough fuel to be useful without being OP, and versatile enough to be modified by stacking more fuel without breaking aesthetics, which is no small feat I'll tell you that right now.

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I'm going to have to agree with you, it feels like getting good fuel tanks that look good with the pods are what the real hangup's in cool lander designs come from, I mean the Alcor pod just feels out of place when all I really have at my disposal are either 1 or 2 meter cylinders that don't match the style of the pod. With lander cans I think they need a fuel tank to go with them that fits the theme, has enough fuel to be useful without being OP, and versatile enough to be modified by stacking more fuel without breaking aesthetics, which is no small feat I'll tell you that right now.

I agree as well, but I'm not the next C7 or BAC9. In order to ensure I actually get a finished product here I have to limit myself to a fairly tight set of goals. As it stands we're looking at a target of 10+ models on the lower end of things. I just don't have the time or skill to make a large parts pack (if only I didn't have a job and a need for sleep to get in the way of my KSP :P)

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Also the color was eye-dropped directly from the bright part color of the Mk1-2 pod

Did you do from the image, or from the actual texture? If it's from the image then the lighting will alter the hue a bit, I've run into the same problem before.

Here's a quick colour palette for the MkI-II

4JqUhSf.png

Edited by Lack
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Okay, just keeping you guys in the loop: I've started doing the tutorials for setting 3ds up for KSP modeling today. Hopefully the first roughs will turn up later this week (work permitting). Also, I've decided for the time being to table the lander cans. I've hit a wall in terms of good designs.

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Maybe the Mk1 Lander Can or a better one, RCS Strut Placement, Hollow top and bottom 1.5m/2.0m something descent tank, RCS/LFO side tanks for ascent module, also below the can. Docking port on top, LV engine perfectly fit on bottom (other 1.25m can also be).

2LJvoOn.png

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This project is really seeming intersting to me :D

I can help with testing Deadly Reentry and FAR compatibility for you :)

I feel like I've recently turned into a KSP mod beta tester in the last month lol

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  • 4 weeks later...

I'M BAAACK! And wrapping up the modeling of the MK-1 as we speak--still not 100% about configuring it for Unity, but I'll wrap up the model and a placeholder texture this weekend. Then for the 3 and 5 man pods! (I've decided to really go easy on the windows--solves a lot of problems)

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Some images follow. Luckily capsules are mostly primitives--pretty easy heh. I'll be doing the draft textures (and the UVs) and then passing it over to Blackheart for the final pass

1.jpg

This one has an optional nosecone.

3.jpg

And an optional utility block.

4.jpg

And a (windowless) rough of the 5-man capsule.

5.jpg

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Test UVs for the MK1 are working...mostly. I made a rather time consuming booboo (Somehow welded a whole line of UV-verts without realizing and then saved my changes. Durr.) Need to fix that (among other things) before I pass it over to Blackheart.

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Out of date drafts:

Test1.png

Here we see the result of my bad UV choices--thus draft. But the good news is that the hatch asset doesn't stretch excessively. The bad news is I'll have to work around some of the projection issues.

test2.png

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Out of date drafts:

http://i882.photobucket.com/albums/ac29/TalkingHat/Test1.png

Here we see the result of my bad UV choices--thus draft. But the good news is that the hatch asset doesn't stretch excessively. The bad news is I'll have to work around some of the projection issues.

http://i882.photobucket.com/albums/ac29/TalkingHat/test2.png

Wow its like you release updated models/pics before people can say its good. That is a lucky thing :P.

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