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Those skins look good! Did you use substance painter or just did it in the png itself? I plan to do several skins (one like the original shuttle-a paintjob) once all the model its sorted out. Nice work!
The thing with further editing the model to add more details its that the UV map is alreay...
I like the handrails! And just now I realized I forgot to add those around the cokpit windows Paul Pepera style hah. I also liked the two extra tanks on the back part for the XI model. That would also allow to use fuel as ballast and have better cg managment. And about the lenght and buckling, I...
I like the last one! Like a XXL shuttle-a hah. So, if I understand correctly therell be 3 versions right? ShaIX (normal), ShaX (first on post #55) and ShaXI (#58).
Ill try to modify the model and do the bay doors together with the X version. All the while Im beggining to work on the drafts for...
Wow! I didnt think anyone would actually use this! Thanks a lot!!
Ill work on those changes after Im done with finals then. The thing with the docking port its that I would have to add those to a different mesh I think as the original Uvs are already packed, and changing it would seriously mess...
I wanted to clarify a bit the extent of my end on this project. I have very little programming knowledge and very little time and patience left for learning (finals are approaching...). So, now that phase 1 is complete, Ill start on modelling the cockpit in a modular way, and also maybe doing...
I finally got around to uploading the files to github
Heres the repository: https://github.com/OvalDreamX/ShaIX
Im still kinda new to github, so forgive any mistakes I have made there. Also, some of the source files weight almst 500mb, kinda over the 25mb limit github imposes on uploading...
The thing is it isnt working yet. Animations have to be recoded, rcs and docking ports coordinates corrected. And also the internal vs is all wrong now that it doesnt correspond with the external model. If someone wants to help, I wouldnt mind turning this into an open source mod. But I dont...
Ive finished it! \o/
Well, not really, but close enough. Now I can call the mesh and textures completed. Now Ill throw myself against the wall thats c++ repeteadly, until I manage to get this mesh working with animations hopefully. Here are some screenshots of how it looks now:
Also...
And I promse this will be the last post of the day, but look at that front profile. She looks mean! I have new pfp I think ;-)
(also windows look good with proper shading)
Nvm mind about that last part about adjusting the roughness effect. For some reason, roughness is inverted in d3d9 so I just had to invert the grayscale
Still have to make the windows look more like, well, windows. They look okish when perpendicular to them, butat an angle they look like a...
These days I havent been able to make as much progress as the past weeks, but heres how the work is going so far. First detail pass on the body and second on the cabin:
I still have to fix some issues with the normal map, I think I have to convert it to OpenGL normal to work correctly in...
As soon as I saw it I installed it as quickly as a could. Absolutely amazing!!! Just what Orbiter needed to feel more immersive. Just a quick suggestion. The movement is quite extreme when pulling a lot of Gs (phasing through the roof in the DG for example), but at those rates the human wouldnt...
Anyone knows whats the suffix d3d9 looks for when searching for metalness map? I guess the Metalness PBR has support for those kinds of maps, right? Maybe a short list of the suffixxes (_norm, _rghn, etc) the new Metalness PBR shader uses would be useful until we get an updated Doc
Another Update. Preliminary texturing work (still have to add details, radiators, decals and panel lines) and ignore the shiny nozzle interiors, thats because Im using the metalness map as specular until I figure out what sufix d3d9 looks for in metalness maps.
(And yes, the cover and cabin...
This is in a very early stage. Animations (landing gear up for example) wont work and most gauges and some mfds are bugged. And only earth, moon and mars (if youre willing to put up with OpenOrbiter bugginess with that planet) are available last ive seen. So Skybolt isnt at a stage where you can...
Update, finished modelling (I think) and uv packing. That means that now I can focus on the fun part, texturing and detailing the model. So what changes have been made to the model? Well, I wasnt happy with how the structure cover looked. It had sharp edges that didnt bode to the overall smooth...
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