EVA_Reentry Posted October 25, 2016 Share Posted October 25, 2016 Okie Link to comment Share on other sites More sharing options...
Goddess Bhavani Posted October 30, 2016 Share Posted October 30, 2016 @esinohio sorry to hear that! Glad to see you're still around, I was away for a while Link to comment Share on other sites More sharing options...
esinohio Posted January 28, 2017 Author Share Posted January 28, 2017 Having fun with procedural textures in Blender. Spoiler Link to comment Share on other sites More sharing options...
esinohio Posted February 21, 2017 Author Share Posted February 21, 2017 Yet more fun in Photoshop and Blender. Discovered a neat way to quickly make interesting textures for gas giant type planets using noise gradients in Photoshop. A Voyager variant Spoiler Not signed in Here it is with a Juno probe. Spoiler Not signed in Link to comment Share on other sites More sharing options...
esinohio Posted February 22, 2017 Author Share Posted February 22, 2017 A few more pics in the album: http://imgur.com/a/dAeZL Working on a procedural moonscape texture generator in Blender that might be useful to someone. With luck I'll be able to add some controls to add cracks to the surface so valleys can be added. Maybe lava flows? The texture uses generated cords so it can be applied to any surface if you want a quick moon terrain. Very basic blend file if you're interested in the early version. Link to comment Share on other sites More sharing options...
esinohio Posted February 23, 2017 Author Share Posted February 23, 2017 (edited) The procedural moonscape generator saga continues with a first stab at adding the crack/canyon generator. With enough tweaking pretty much any crack shape can be made but I'm still going to add some option to use my own texture maps as well. Here I just quickly made a thin crack and gave it an emission shader to fake some lava but with tweaking a regular plain canyon can be made with colors that vary depending on depth. Edited February 23, 2017 by esinohio Wrong pic Link to comment Share on other sites More sharing options...
esinohio Posted February 25, 2017 Author Share Posted February 25, 2017 Testing on the shader continues and I think I found a nice way to add deep canyons. At least I don't think this one looks too awful as far as canyons go Tweaked it some more and added in the other part of the shader to get this. Might be useful to someone who wants to quickly pump out some random rocky moons/planets for that Kopernicus mod. The normal, bump, specular, and diffuse maps should be fairly easy to bake in Blender. A quick Eeloo type planet. Link to comment Share on other sites More sharing options...
esinohio Posted February 26, 2017 Author Share Posted February 26, 2017 Messing around with the addon again. Fun Fun. Testing with one of @Matt Lowne 's SSTO's above Laythe. Link to comment Share on other sites More sharing options...
esinohio Posted February 26, 2017 Author Share Posted February 26, 2017 (edited) Yet more tinkering with @Matt Lowne 's SSTO's. Or the artsy (I can't draw like Pine) Photoshop version Edited February 26, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted February 28, 2017 Author Share Posted February 28, 2017 Link to comment Share on other sites More sharing options...
esinohio Posted March 1, 2017 Author Share Posted March 1, 2017 Having fun learning to do rough sketches with the Wacom. I can see why the people over in Pines thread have so much fun doing this. Link to comment Share on other sites More sharing options...
ghostbuzzer7 Posted March 1, 2017 Share Posted March 1, 2017 I haven't even touched that thing. Tried getting all set up with that addon but getting some trace errors, either because I forgot how to properly do directories or all the code fixes required. Really would like to see the outcome of those sketches and "cartoon" like renders. Glad to see you are back. Link to comment Share on other sites More sharing options...
esinohio Posted March 1, 2017 Author Share Posted March 1, 2017 (edited) Discovered the pure awesomeness that is the pen tool in Photoshop (Path tool in Gimp I think?). It makes drawing the lines and curves a snap. A work in progress lacking a ton of detail. And with some zero shading flat colors for fun. Edited March 1, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted March 2, 2017 Author Share Posted March 2, 2017 (edited) My first actual Photoshop drawing. Edited March 2, 2017 by esinohio Fixed perspective on planet, it was annoying me. Link to comment Share on other sites More sharing options...
esinohio Posted March 3, 2017 Author Share Posted March 3, 2017 (edited) Yet more sketching practice, this time on an older rover I was circumnavigating the Mun with. Of course if you have a very clean screenshot of it you can massage it in Photoshop for a much cooler looking pencil drawing effect. Colored part of picture is from Blender render I was tinkering with. Edited March 3, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted March 3, 2017 Author Share Posted March 3, 2017 (edited) My laughable attempt at a Kerbal sketch with some quick colors. Edited March 3, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted March 4, 2017 Author Share Posted March 4, 2017 (edited) Noticed one of @cratercracker 's SSTO's posted in the craft exchange and thought I would take a stab at making a quick drawing. Link to original pics. I think I might ask @Pine to join the fun over in his community drawing thread. Edited March 4, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted March 4, 2017 Author Share Posted March 4, 2017 (edited) I'm hoping with enough practice, and maybe a heap of YouTube tutorials, I'll be able actually paint a darn Kerbal. Rabble, Rabble, Rabble, Rabble..... Edited March 4, 2017 by esinohio Link to comment Share on other sites More sharing options...
esinohio Posted March 6, 2017 Author Share Posted March 6, 2017 Yet more messing around in Photoshop. Link to comment Share on other sites More sharing options...
esinohio Posted March 8, 2017 Author Share Posted March 8, 2017 Working on some line art for a simple launch vehicle. Was wanting to see how a launch scene might look right before liftoff with engines going. Link to comment Share on other sites More sharing options...
esinohio Posted March 8, 2017 Author Share Posted March 8, 2017 Just some basic color going in to help keep things easier for me to work on. Still needs a ton of small detail work but I think it is moving along nicely. Found a screenshot from @Stongduke over in @Pine's thread. Thought it would be fun to give it a slight tweak in the spirit of this thread instead. Link to comment Share on other sites More sharing options...
Seabo14 Posted March 9, 2017 Share Posted March 9, 2017 How's that file I sent you working out? Also, I recently started learning blender, is there a fairly easy way to do re-entry effects? Either static or animated. Thanks a lot, Seabo14 Link to comment Share on other sites More sharing options...
esinohio Posted March 9, 2017 Author Share Posted March 9, 2017 2 hours ago, Seabo14 said: How's that file I sent you working out? Also, I recently started learning blender, is there a fairly easy way to do re-entry effects? Either static or animated. Thanks a lot, Seabo14 File is working well thanks! As for reentry effects, the easiest way to tackle the problem I think would be to use a particle system. If we use the MK1 pod as an example I would put some sort of emitter down toward the bottom edge of the pod. Like below. Next I would add a few particle systems to the emitter and set it so that it's not rendered. As far as the particles go I highly suggest you do some experimentation. One interesting method I learned was to use planes as the objects being emitted. Move the planes to another layer. Add a constraint to the plane to it always copies the camera's rotation. Now when those are emitted the will all magically face the camera. Then add a Blend texture to the particle system that effects the size of the particle, mine is a bit off below and should have started the particles bigger (oh well ). Now they will go from small to big over their lifetime. As for what to put on the planes you can honestly go nuts. You can probably find a ton of materials for fake looking fire floating around the internet. I just threw some noise material that is masked out on the edges. Just to prove the concept. This is where you can go nuts on materials! I kept it very simple here. Next I just added a chopped up sphere to the bottom and gave it an emission shader like in the color picture above. Not sure why I used UV cords(picture below), generated would have worked just fine as well. Again, simple shader. No bump, no specular, etc. A bump map of some sort would really make that shield pop. Particles are the easy method, just experiment around and do some googling for "Fake Blender Fire" and you should find a ton of material setups. Of course if you're wanting to completely melt your CPU or GPU then there is always volumetric fire. With enough tinkering you can produce everything from cartoon looking fire to amazingly real looking fire. Link to comment Share on other sites More sharing options...
Seabo14 Posted March 10, 2017 Share Posted March 10, 2017 Wow, Thanks! I tried volumetric fire, but I couldn't get the domain to become invisible. It just ends up with a grey box. Ideas? Link to comment Share on other sites More sharing options...
esinohio Posted March 10, 2017 Author Share Posted March 10, 2017 26 minutes ago, Seabo14 said: Wow, Thanks! I tried volumetric fire, but I couldn't get the domain to become invisible. It just ends up with a grey box. Ideas? Hmm, sounds like something weird happened. Quickway to setup that domain is just to select the object you want to catch fire, press the space bar and type quick smoke. That will setup a domain for you. Sadly, the fire shader included in Blender will not actually display the fire. Just the smoke. Below you will find two different methods to making your flames appear. Select the domain, go to your node editor and then peek at the pictures below. First, our old friend the color ramp. (Note that in addition to changing the colors, alpha levels of those colors can also be changed.) Experiment!!!!! The second method uses the Blackbody node. In a broad stroke it tells Blender ignition points. Something along those lines. And lastly some domain settings you can play with Go nuts and play with values. Settings on the emitter itself can also be changed to produce some really neat effects!!! I would highly suggest peeking at Blender Guru's fire tutorial here. You can see how changing some of those settings can produce highly realistic looking effects. Have fun! Link to comment Share on other sites More sharing options...
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