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The Open Part Mod - Week of 4/11 project started


frizzank

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So, I have my model exported from Sketchup (.obj) with no issue, except that I used Groups for different parts of the model (but exploded before export), and now when clicking the model in Blender, it's composed of discrete meshes, such that I have to edit and UV Unwrap them individually. Any advice? Do I need to ensure that all vertices are actually attached between each ex-Group component?

Edited by curiousepic
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So, I have my model exported from Sketchup (.obj) with no issue, except that I used Groups for different parts of the model (but exploded before export), and now when clicking the model in Blender, it's composed of discrete objects, such that I have to edit and UV Unwrap them individually. Any advice? Do I need to ensure that all vertices are actually attached between each ex-Group component?

Nope, just select all the discrete meshes in Object mode then join them (CTRL+J while in the object mode window).

As for me, let me imagination go a bit

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And then gave myself a reality slap because it was already over 1k triangles and I hadn't even added the sub-tanks yet :P plus it was tiny so that fine detail would just be a mess unless you were right up in it.

Oh well, float more ideas through my brain as time permits

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So what are you going to do when it's in space, i.e. most of the time?

Either I will make it point away from the current celestial body, or I will check the current G forces. If the values are very low, I will let it stay the way it was last. Modelling an extra rounder blob that is used in free fall is also an option if I get bored.

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Either I will make it point away from the current celestial body, or I will check the current G forces. If the values are very low, I will let it stay the way it was last. Modelling an extra rounder blob that is used in free fall is also an option if I get bored.

It should probably be in a round blob rather than pointing away from the current celestial body; liquids in orbit naturally form into spheres.

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Either I will make it point away from the current celestial body, or I will check the current G forces. If the values are very low, I will let it stay the way it was last. Modelling an extra rounder blob that is used in free fall is also an option if I get bored.
It should probably be in a round blob rather than pointing away from the current celestial body; liquids in orbit naturally form into spheres.

I would forget the whole thing really. Unless you go deep into animating or fluid simulation it's going to look very unrealistic. Even though liquids for into spheres in free-fall, they will still stick to the inside walls of the tank.

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I would forget the whole thing really. Unless you go deep into animating or fluid simulation it's going to look very unrealistic. Even though liquids for into spheres in free-fall, they will still stick to the inside walls of the tank.

Isn't that the the point of the exercise though, in that Snjo does what they like, then lays out how they did it (set-up, animation, maybe even the plugin), and then other people get to learn about it in a step-wise fashion with added access to the resources so they can also pick apart a functional example as well

[Edit] A more reasonably apportioned side tank

8P2MEOt.png

Mesh structure with three sub tanks, intending to have size0/0.625 snap nodes top and bottom

Edited by NoMrBond
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Isn't that the the point of the exercise though, in that Snjo does what they like, then lays out how they did it (set-up, animation, maybe even the plugin), and then other people get to learn about it in a step-wise fashion with added access to the resources so they can also pick apart a functional example as well

Lol yes You're right. :)

Ignore the suggestion to "forget it" then. The rest of that post is criticism and still stands though.

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Polygons are much cheaper than materials or textures. better to have a higher detailed model and lower rez textures.

Isn't that the the point of the exercise though, in that Snjo does what they like, then lays out how they did it (set-up, animation, maybe even the plugin), and then other people get to learn about it in a step-wise fashion with added access to the resources so they can also pick apart a functional example as well

[Edit] A more reasonably apportioned side tank

http://i.imgur.com/8P2MEOt.png

Mesh structure with three sub tanks, intending to have size0/0.625 snap nodes top and bottom

Your tanks should look like they attach to the frame in some way, maybe add some supports in there or something. Right now they just look like they are floating in there...

Edited by frizzank
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Your tanks should look like they attach to the frame in some way, maybe add some supports in there or something. Right now they just look like they are floating in there...

The support mesh didn't come together how I'd hoped, that is for sure. Still iterating on it

7xe4ABw.png

Still too complicated for the size/roll I think, need to relax my brain

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Is it allowed to .... eh .... well .... dump idea's here concerning the challenge without doing any development? (if not, please say so).

The challenge gave me the idea of one tank with a volume of 30 with two floating/movable separators which devide the volume into three compartements.

The floating separators enable the volume of the compartements to expand or contract. Each of the compartements can be anything between 0 and 30 providing the sum of the three volumes remains 30. It will require a plugin ofcourse to regulate things.

Would this be usefull in KSP?

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Here's a rough build of mine. The idea is that the tanks will allow surface attachment so, you can essentially expand on a 1.25m part. Using 8 times symmetry you'll end up with an octagon to give small landers and such a less cylindrical shape. I'll have to set up the node_attach correctly so that two sets of 4x symmetry is possible or attaching other parts in symmetry mode will not work well.

RadialTankExample_zps1fcbd3aa.png

The area between the two larger tanks feels a bit bare at the moment, however I'm not sure what to add there yet. Almost thought about just extending the pipe coming from the spherical tank much further up.

Edited by Orionkermin
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Why is that little tank so disproportionally small?

I would assume one is Liquid fuel and the other is Oxidizer. No clue what the 3rd one is for. :)

Orionkermin I really like the concept and execution. I've wanted surface mountable liquid tanks in stock forever and this is a nice solution.

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Why is that little tank so disproportionally small?

I based the proportions on the tanks in the game. As far as the game goes 10 units of monopropellant doesn't take much volume. (Based off the Stratus-V roundified tank)

Whereas, the toroidal tank holds about the same amount as we're being asked to add in and is relatively large.

I may increase its size a bit though as you're right, it looks a little off.

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I based the proportions on the tanks in the game. As far as the game goes 10 units of monopropellant doesn't take much volume. (Based off the Stratus-V roundified tank)

Whereas, the toroidal tank holds about the same amount as we're being asked to add in and is relatively large.

You're right, I just imported the little RCS radial tank that holds 40 MP and it's a big as the one I made.... This frustrates me. I had to redo the UVs twice already damnit. Trudging on.

Edit:

Is there any agreed on density or volume data for all the resources?

Edited by Cpt. Kipard
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You're right, I just imported the little RCS radial tank that holds 40 MP and it's a big as the one I made.... This frustrates me. I had to redo the UVs twice already damnit. Trudging on.

Your model looks so awesome though. Maybe you can just reduce the radius of one of the tanks so its skinnier than the rest. Would that cause any major UV issues?

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Is it allowed to .... eh .... well .... dump idea's here concerning the challenge without doing any development? (if not, please say so).

The challenge gave me the idea of one tank with a volume of 30 with two floating/movable separators which devide the volume into three compartements.

The floating separators enable the volume of the compartements to expand or contract. Each of the compartements can be anything between 0 and 30 providing the sum of the three volumes remains 30. It will require a plugin ofcourse to regulate things.

Would this be usefull in KSP?

Cardinal I think this is better suited for the Requests subforum because it involves programming.

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Your model looks so awesome though. Maybe you can just reduce the radius of one of the tanks so its skinnier than the rest. Would that cause any major UV issues?

Thank you :) Yeah I wont bother rescaling the UVs at this point. I'll just scale the mesh like you said. The discrepancy between pixel densities wont be very noticeable anyway. I'll make some small mesh changes and re-bake AO. No problem.

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Here's a rough build of mine. The idea is that the tanks will allow surface attachment so, you can essentially expand on a 1.25m part. Using 8 times symmetry you'll end up with an octagon to give small landers and such a less cylindrical shape. I'll have to set up the node_attach correctly so that two sets of 4x symmetry is possible or attaching other parts in symmetry mode will not work well.

I really like this framework idea. It suggests the possibility of other part types using the same frame, so you could have say, 4 fuel tanks, 2 batteries, and 2 of something else and they would all fit together nicely. As for the space in the middle, maybe some kind of label, like a flammable or toxic liquids warning.

Cpt. Kipard

Thanks for pointing at that bezier curve thing, I've always been making these types of things manually or with an armature, I'll have to try out this method.

Edited by DMagic
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