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Blender Model Donation. Post all your unfinished models.


Weebo

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Well, as I've started a great many of projects in Blender.

Never having finished a greater many. I wondered if Anyone else had models that they had made,

that they would like visualized/used by someone else if they hadn't the time to do it themselves.

So...MODEL DONATION.

Post all your works of art that you have given up on/don't have time to finish.

Maybe someone else will make/integrate them into a great mod.

*EDIT*

This thread is for any unfinished project now, that is Mod related when it comes to concepts/models/configs/animations and the like.

Format, 3 pics.

1 Top, 1 side, 1 angle of your choice.

Brief Description: "yada Yada"

Closing Notes: "What you had wanted it to be, your vision, ect ect.

*Download Link*

To start it off:

sw9usp.png

34nl4ba.png

2cgg70h.png

"Shuttle Comparable in size to Nasa's shuttle.

Tried to adhere as closely to the Bernoulli effect as possible."

Download Wyvern

Edited by Weebo
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Should have become a superluminal Kyperdrive powered by Kethane(flower-power-style) but I had other things in mind.

I don't think a 3 side pic format is needed for this part.Should I ever post a shuttle or something like that,sure.

CIJuyqS.jpg

wire+color:

aRBEZJN.jpg

engine start:

qyEa4gb.gif

Models provided as .obj and .fbx(animated)

Readme and baked textures(were all shaders) provided.

Have fun with it.Don't sell it ;)

https://www.dropbox.com/s/d0nm5pjzv1pxm8e/Kelix-Kyper-Drive.rar?dl=0

Edited by ximrm
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I wonder if it would fit into this thread, if not then maybe a thread in the modelling help section.

But I have some old modelling files that can be used for beginners to learn modelling retopology,texturing etc. (mainly modelling & sculpting - not animation, that's not my job)

If there's interest, I could add an optional link to some training files.

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I wonder if it would fit into this thread, if not then maybe a thread in the modelling help section.

But I have some old modelling files that can be used for beginners to learn modelling retopology,texturing etc. (mainly modelling & sculpting - not animation, that's not my job)

If there's interest, I could add an optional link to some training files.

Why not write a guide and post your own topic?

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I thought about it ,but I could only write a guide about general modding & sculpting, but the thing is that there are thousands of guides and video tutorials for each program at your fingertips, so it wouldn't make much sense. KSP Guides are something different, but as mentioned, I'm not a Unity specialist.

Imho, a link-collection of tutorials for Beginners/intermediates would make more sense.

But if the topic of sculpting for (for example anomalies,characters, something similar) in a later version of KSP might come up. I'll definitely think about it.

edit: looks like enriched uranium made the first step: http://forum.kerbalspaceprogram.com/threads/95515-JGS-version-of-Autodesk-3DS-Animated-Battle-Scene-tutorial-SKILL-LEVEL-BEGINNER-0-1

Edited by ximrm
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Here's a model I made for someone who requested a project, then they disappeared/lost interest before they finished their project.

0IgbM1z.png

Fusion Engine

Here's another one I made for my NT-SSX mod to be a small radial engine. But I made it too high poly and couldn't get it to decimate to my liking and I was too lazy to retopo it.

2IgNC3t.png

Engine

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  • 2 weeks later...

I'd like to see it stickied too but for that to happen it would be ideal if OP was around to maintain the first post with links and thumbnails, and they are not very active on the forum. If/when this thread gets bigger then people might not want to be loading page after page just to see what's available.

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The Atlas V looks very good. I downloaded it for learning purposes. I see CluelessModeler created the whole thing as one object. Is it meant to be divided in Unity somehow, or I need to separate the parts in Blender before export?

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Yes, I will try to make both. It's not too much trouble since it's basically just CFG file editing. If you could help a bit with the Unity tools, that would be very good, thank you! I'll contact you soon, when most of the necessary fine tunings are done in Blender.

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I'm also going to be using your Atlas as a starting point - Reddragon - I'm probably telling you things you already know but that model is, because he built it for a different purpose, higher poly than it needs to be for KSP - the main tube of the CCB showed up as 500ish poly's, and for KSP it only needs to be 36ish... maybe double if you want to make the UV mapping easier by putting a seam in the middle. So you'll want to reduce things where you can for kerbalizing it! I'm planning to import Clueless's model as a reference object and then model on top of it as a shortcut so I don't have to do all of the faithful measuring and research he's done already!

Also, when I opened the blender file every shape was still separate? If you wanted advice on workflow (again, I'm talking because I don't know your experience level, feel free to ignore me!) I'd use this opportunity to unwrap everything to separate UV space, then join all of the pieces that will come into unity as single parts... so you could get it down to CCB, Centaur, Payload Fairing pieces... you could separate the engines or build them into the bodies of the stages... which is what I plan to do.

When I'm trying to decide what to join in Blender and what to join in Unity... it usually comes down to 'is there anything that I need to animate?' and 'is there anything that will be easier to do with the way Unity handles parenting than the way Blender does?" I don't know that either of those questions is relevant here, so you can really do it either way - I just find it easier to deal with big object lists in Blender than I do in Unity, so I join before the export when I can.

If you want to collaborate on the Atlas launcher, let me know. I'll be happy, at least, to post what I build of it back here. I'm building it as a launch vehicle for a specific payload... so I won't be spending time on generic fairings and such but will happily share the parts I do build of the stages, engines, and maybe boosters!

Art

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  • 3 weeks later...

I went ahead and built my own Atlas V launcher, as it was easier than sorting through someone else's file... and I needed the twin engine Centaur variant, anyway. I'm posting my working file back here though, in the hopes that someone will take it and run with it to make a general purpose launcher out of it.

I tried to make it look good while keeping the geometry count down, as the whole reason for building it was to launch my fairly detailed and geometry heavy spaceplane.... and I wanted to spend the memory and cpu cycles on the ship you'll be flying all mission, not the launcher stages that are dumped in the ocean in the first 3 minutes.

It could definitely benefit from texture work at least!

If you do - I'd like to include any improvements you make back into my Dreamer mod.

Someone have fun!

https://www.dropbox.com/s/otg068p8nbhqb82/AtlasV.zip?dl=0

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