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Cupola station hub. Done! Stack landing struts...


RaptorHunterMz

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I tried to create this part myself but was getting nowhere after reading tons of tutorials, so please help.

Models are in DAE, it contains it only contains the mesh, no textures or UV Maps. I was trying a stock look but texture as you wish, should size be a problem it should be the size of the Rockomax HubMax Multi-Point Connector.

If you wish to release this as a part feel free to call it your own. Thanks in advance.

gAzqyL7.jpg

jB7V7eN.jpg

leuouUi.jpg

JXDGcMZ.jpg

https://drive.google.com/file/d/0B4DVA3tTLSqpM2RadEVhNkkzdDQ/view?usp=sharing

https://drive.google.com/file/d/0B4DVA3tTLSqpdlR1b3ZBMXh2Vk0/view?usp=sharing

Edited by RaptorHunterMz
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I done a lot of progress... but I am now stuck a with textures on the game and need advice fixing it.

I am not using unity having serious issues to learn how to use it, so i am just Blender and the import export add-on.

http://i.imgur.com/uiYzS19.jpg

LitaAlto is, unfortunately, incorrect - the issue has nothing to do with UV seams, but rather, mesh edge smoothing.

In Blender, set the mesh shading to smooth to round out all the curves in the mesh. Afterwards, apply the split edge modifier to the entire mesh, then use the Mesh->Edges->Mark Sharp to identify edges and corners that are meant to be sharp.

For further information, refer to:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges

(ASIDE: Proficiency in Unity editor is required if you want to do serious add-on authoring. If you ask for help and provide the relevant details/error messages, perhaps we could help you set Unity up properly)

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LitaAlto is, unfortunately, incorrect - the issue has nothing to do with UV seams, but rather, mesh edge smoothing.

In Blender, set the mesh shading to smooth to round out all the curves in the mesh. Afterwards, apply the split edge modifier to the entire mesh, then use the Mesh->Edges->Mark Sharp to identify edges and corners that are meant to be sharp.

For further information, refer to:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges

(ASIDE: Proficiency in Unity editor is required if you want to do serious add-on authoring. If you ask for help and provide the relevant details/error messages, perhaps we could help you set Unity up properly)

Already did that but it didn't solve the problem. Trying different triangulation arrangements isn't working either. I guess I will have to try Unity.

Please post video tutorials for unity.

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Already did that but it didn't solve the problem. Trying different triangulation arrangements isn't working either.

In that case, it is possible that the .MU import/export script doesn't hande the Unity KSP part shaders properly.

I guess I will have to try Unity.

Please post video tutorials for unity.

Tiberion has at least one video tutorial:

http://forum.kerbalspaceprogram.com/threads/57238

I also recommend reading through the relevant links in this compilation of add-on development resources:

http://forum.kerbalspaceprogram.com/threads/94638-New-Mod-Development-Links-Compilation

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I hate to be that guy AGAIN but that model could use a lot of optimisation in addition to everything that's been mentioned here.

The windows in particular.

This is the first mod I ever created for any game, of curse its going to need optimization. I am having a bad time creating good textures too.

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can we see what the interior is gonna look like?

I don't know about you, but when I think about how this part should function as a hub I can't think of any reasonable place to put a seat for a Kerbal. Even in front of the windows seems a bit in the way. This is only a 1.25m part.

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