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Esinohio's Blender farm


esinohio

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I see your 6.5 GB and raise you 134 GB in project files and materials.

309Q8P6.jpg?1

Add in the various cache files from the smoke and water sims along with BVH cache files and it easily climbs to half a terrabyte. The cache alone for the launch scene I'm working on for John144 is already a stately 30GB and climbing! Curse you Blender smoke sims!!!

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Jon144's shuttle Kerlantis thunders off the pad at the KSP. I had all kinds of fun flying this shuttle. Actually had to resurrect some actual flying skills to get this into orbit but it is well worth the piloting effort. Find out all about this shuttle in the thread located here!

mkKZymB.png
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Jon144's shuttle Kerlantis thunders off the pad at the KSP. I had all kinds of fun flying this shuttle. Actually had to resurrect some actual flying skills to get this into orbit but it is well worth the piloting effort. Find out all about this shuttle in the thread located here!

http://i.imgur.com/mkKZymB.png

Do I potentially see you ripping out KSP models in the background?!?! :D still looks fantastic. Whoop for 40 GBs of smoke cache

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Do I potentially see you ripping out KSP models in the background?!?! :D still looks fantastic. Whoop for 40 GBs of smoke cache

Nope. Center tank was remade to look exactly like the shuttle tank. Pad is found on the NASA site. Needs massive texturing work but I'm slowly working up the nerve to tackle that project here soon. Should really pop once it has all the structures looking like actual metal along with some weathering effects like rust and paint streaking. The smoke sims on this one were what took the longest. Had to break them out into several separate layers to get them to work right. The end result looks ok but it's not accurate. In the pictures I see doing a Google image search of shuttle launches the shuttles fire is almost transparent with very little smoke. The booster flames are also much longer and brighter with a good deal more smoke behind them. The background smoke/steam should be lighter and more pillowy. I'll get it here soon, just need more tinkering with those sims.

I'm also going to play around with a method of rendering some engine fire that Starwhip showed me. It doesn't use volumetrics so if I can squeeze believable fire out of his method it will save a ton of render time on future projects. Thanks in advance Starwhip :cool:

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Jonesy Kerman didn't feel he was needed in the Cybertronian War. "The toilet? Yeah, over there, in between the Decepticons!"

http://i.imgur.com/SbaJxVO.png

Imagine this scene with "laser" blasts and missiles flying by in both directions.

http://kerbalx.com/crafts/5914

Oh I can't wait to show this to my neighbors kids. They are two young Transformer fanatics that will absolutely do flips when they see this. The Kerbal and Optimus Prime together.. haha haha haha. Of course this needs a render at some point!! Even with the mods I think I might be able to tweak it into Blender.

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Can you recreate something similar to this scene from Pacific Rim with my Crimson Typhoon?

http://xxsederapxx.deviantart.com/art/Pacific-Rim-Crimson-Typhoon-Gif-419467538

https://www.dropbox.com/s/dnovsn9bhl5m4yp/%5BREPLICA%5D%20Crimson%20Typhoon%20%5Bred%5D.craft?dl=0

screenshot3914_zpsfypmzcvp.png

- - - Updated - - -

It uses tweakscale though... Damn

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  • 2 weeks later...

Esinohio, are you accepting ships with small fairings in general? Many of my aircraft use fairings and struts (in case they import wonky,) and I have a request that I fear may be too much for you.

The thing is, I wanted to get one of these rendered with an engine in flames, as if being hit by shots, flak and such. If it's too much, I'd ask for something else. Up to you, I don't want to put too much burden on you :)

Thanks!

BfLpYwu.png

- - - Updated - - -

If you accept the offer, I'll send the craft file.

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Err.. Esinohio, any news?

Yikes sorry. Need to figure out why this darn thead refuses to email me anymore. Weird. I'm currently dealing with some family issues and I'm stuck criss crossing the US getting some property issues settled. With some major luck I should be home with my butt parked in my favorite PC chair by the end of the month. Apologies for the reply being so late!

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Yikes sorry. Need to figure out why this darn thead refuses to email me anymore. Weird. I'm currently dealing with some family issues and I'm stuck criss crossing the US getting some property issues settled. With some major luck I should be home with my butt parked in my favorite PC chair by the end of the month. Apologies for the reply being so late!

Oh god..

Stay strong mate! Good luck! :D

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  • 1 month later...
Messing around in Blender with procedural textures while waiting to see what happens with the Blender import addon. Saw an inspiring post [URL="https://www.reddit.com/r/KerbalSpaceProgram/comments/1bhmwt/"][B][U]here[/U][/B][/URL] and thought I'd try to make something similar. This is not done to exact scale and doesn't include moons at the moment. Just a work in progress as I continue to fiddle with making procedurally generated textures in Blender.
[SPOILER=<Work in progress>][img]http://i.imgur.com/o8YZKjS.png[/img][/SPOILER]

Finally figured out how to do semi realistic looking craters. Needs a bit more work on the inner rims to break up the hard edge but it's coming along.
[SPOILER=<Mun work in progress>][img]http://i.imgur.com/ROMRFNu.png[/img][/SPOILER]
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Found a really interesting [URL="https://www.youtube.com/watch?v=VY9vHdwUo98"]YouTube video[/URL] that dealt with using displacement maps to sculpt meshes. The example in the video showed an awesome method for adding the [URL="https://en.wikipedia.org/wiki/Greeble"]greeble[/URL] to the mesh quickly without having to add the items individually. Thought someone here who enjoys doing fan art might be able to make some neat looking pictures using this method.
Threw these together real fast just to show a quick test.
[SPOILER=<Kind of saucer shape>][img]http://i.imgur.com/elN4Xig.png[/img][/SPOILER]
[SPOILER=<Generic big ship>][img]http://i.imgur.com/Mk3Uo8M.png[/img][/SPOILER]
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Like everyone I'm finding some issues with the forum migration.  It seems that a ton of links were broken in the transition to the new boards and every link crediting the craft designer(s) are invalid.  I think most posts do actually name the designer but the actual link to the craft and designers threads are gone.  After the dust settles from the forum transition I will do my best to update those links to their current homes in their new threads.  

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  • 2 weeks later...

Had some fun with a forum challenge badge.  Noticed the Dres Awareness Challenge and the awesome badge (big one!) and wondered if it couldn't be slightly jazzed up.  Didn't want to change the original artists concept, it looked great, so I simply recreated it in a more manageable size for the signature and gave Dres some love with a simple spin.

AC3l2TW.gif

This was all kinds of fun to do! 

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More fun with challenge badges.  Noticed a friend mention he was working on a Mun circumnavigation for the Elcano Challenge and thought it would be fun to see what a slightly more amped up version of that badge looks like.  Like before I kept the original designers concept and recreated it in Blender with some simple motion to the various bits.  Just used a simple, although extremely detailed (88mb/16k), Moon texture for the Mun instead of doing any procedural stuff.  

j7G1frc.gif

Not meant for anything really other than me having fun with the idea of what can feasibly be packed into a tiny square in a signature and a tribute to whomever took the time to make those neat badges from scratch.

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Jeb poses in his new camo suit used in an upcoming render.  You know, so he can hide behind all that green stuff in space... :D

This will be used on Kerbin so we'll just pretend Jeb's combat suit doesn't look suspiciously like a regular space suit with camo paint slapped on.

R02OKfb.png

On a side note it appears the Blender importer is working again thanks to the updated mu importer!  "Working" might be a strong word but at least craft that refused to import now at least make it into Blender where I can repair errors.

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