Project ISSU

OK then, I think we'll do all interiors as VC's.

I'm just finishing up my PDGF & FRGF textures currently, then I will finish the Destiny info & to-do docs & upload them to the SVN. I'm hoping we can finish Destiny, and also Unity & the PMA in the next month. PMA is already modelled.

I'm also working on Unity tile textures now. Just looking for a decent picture. I cannot use the Destiny tiles for the Unity tiles, as the Unity tiles are slightly different to Destiny's. The Destiny tiles have a raised "X" on them, whereas Unity has an indented "X".

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OFF TOPIC:

For those of you that don't know a lot about texturing, here's some useful advice/info:

To create a texture, you need a good image of the real life object (in this case, Unity module).
But finding a picture is not as easy as it may seem:

1) The picture needs to be hi-res & close-up

2) The picture needs to have the right lighting effect (otherwise texture will not appear metallic, or right colour)

3) Pictures need to be looking directly at the module, they cannot be at an angle, or you won't be able to create a flat looking texture, which is needed.
e.g. a picture taken from a slant underneath & to the side of the module, would not give you a full on square view of the tile.

4) The pictures also need to show a straight tile, they cannot have a curve to them, as again this would not give a flat texture. As all ISS modules are round, these can be difficult to find.
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What I tend to do is not look for a full tile picture, that is mostly impossible.
I only look for part of the tile. All I really need is a good picture showing 1 quarter of the tile, then I can just crop it, & copy & paste it another 3 times, then put them together to make the full tile. When the final texture is completed, Mustard (who is excellent with Photoshop) will add various effects such as correct lighting, colour enhancements, metallic effects etc. to give them a more realistic look.

The older modules are the hardest to find good images of. The 10 megapixel digital cameras that exist today simply weren't around in 1997-1998.


I'm hoping to pick up the pace of development after these first few modules.
It's just that the first job is always the longest.
For instance, when I have the PDGF & FRGF textures done, we can use those for every module. Loads of other stuff we have can be used for other modules also. Also, Once Destiny & Unity are done, all other modules should be quicker as they are already modelled, we just need to adapt them. And the first few jobs will teach us all which teamwork strategies work well & which don't, so we will have more of a "procedure" for working in future.


More updates as they happen,

-Pete:cheers:
 
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OK, after a few hours work, I got a basic version of the Unity tiles done. I had to combine lots of different images to make it. It still needs a fair bit of work, for example the"X" doesn't exactly touch the corners of the image. Also the colour & resolution needs enhancing.

I matched the colour to my previous Destiny tiles, so there will be no colour difference between the modules in Orbiter:speakcool:

Here's a preview:
 
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Another version, slightly improved:
 
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Hey guys, please remember that I have a nearly finished (including textures and VC) mesh for Unity, I'll upload it to the SVN at some point soon when I find time to gather everything together.
 
Great! :) If you finish it completely, please upload all meshes in 3ds and give me message. I'll make mesh groups, then export to msh and mesh will be ready to code it.
 
Another version, slightly improved:

Good, we'll see how well they do in orbiter soon.

Hey guys, please remember that I have a nearly finished (including textures and VC) mesh for Unity, I'll upload it to the SVN at some point soon when I find time to gather everything together.

Awesome... i just finished a Unity hull mesh complete with UVW masks for the textures...
Let me have a look at it, i was going to elaborate a way to have sliding hatches. Did you already do them?

If i have to scrap it better know it before i put in too much work.
 
This is Nick's Unity so far...

attachment.php


attachment.php
 
This is Nick's Unity so far...

:blink:

Well next time pls remember such dusting repertoirs :P
Do hatches miss completely or are they just retracted in the pic posted?
How are we going to address the hatch movement?
Realistic reproduction, or functionality?

1st case: they slide inward, and then slide sideways (and if i am not mistaken the railings are also curved a bit)

2nd case: let them just slid between the hull and the interior disappearing from view.

1st realistic but complex, second easy but not realistic.

And do mechanism protection flaps have to be modeled or are they there?

If it is finished i can get to work on Destiny.
 
Wow, those models are incredible!
Will they be resource intensive?
 
Erupter,

Firstly, sorry for not mentioning Nick's Unity to you - I had actually forgotten it until today:P

For hatch movement, we'll go with the first option. Poscik is handling all animation stuff. I'm working on a diagram to show how the hatches should open, so I'll upload it here when done.
So all I need you to do is to make the hatches a separate group.
I already have hatch textures done for both internal & external side. I'm currently producing a to-do list for Unity as well. The interior needs some work, mainly just texture upgrades, & updating the axial docking ports.

I am also working on textures for a dock cover, which will have animations to open the protective petals + stow the cover inside the VC once the hatch is opened. So again all those will need to be separate groups. Poscik has offered to handle all the grouping work.

I'll make the Unity plan my first priority, as it won't take that long to type.


--TEAM UPDATE--
Mustard has e-mailed me to say that he is now available to work on ISSU:speakcool:

So here's the current modelling team:

. Erupter
. Marco Gavanezzi
. Unussapiens
. Gawinnard
. Mustard

Once I get the plan's for Unity & Destiny done, everyone can pick a task they would like to do.


-Pete
 
OK, I finished the axial hatch opening diagrams (below).

The runners curve to allow the hatches to move to their open position.
 
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In the mean time i did some simple banners:


issu_project_coordinator.jpg

http://web.tiscali.it/erupter/img/issu_project_coordinator.jpg

issu_coder.jpg

http://web.tiscali.it/erupter/img/issu_coder.jpg

issu_texturer.jpg

http://web.tiscali.it/erupter/img/issu_texturer.jpg

issu_modeler.jpg

http://web.tiscali.it/erupter/img/issu_modeler.jpg


Feel free to use them, or tell me they are awful :P
Mmm... maybe they could use a larger font for the role...

-----Post Added-----


OK, I finished the axial hatch opening diagrams (below).

The runners curve to allow the hatches to move to their open position.

Yes i understood that, i wanted to know if you intended to animate the hatches that way, or a simpler way.
 
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Those are some nice banners!

Thanks:P


-----Post Added-----


Just 1 little correction:

It's "co-ordinator", not "cohordinator";)


-----Post Added-----


Yes i understood that, i wanted to know if you intended to animate the hatches that way, or a simpler way.

I think the hatches will be animated the way shown in the diagram. Poscik says he can handle this + the grouping work:lol:
 
Also:

I forgot to mention this earlier, but I'd like to add that the PMA, although already done, will need to be adapted to fit the ODS for the new SSU. Gawinnard says he could take care of this.

The way I understand it, SSU have some code that enables the docking ring on the shuttle to actually capture the PMA & then retract to form hard dock.
 
Sorry for the error.
I've corrected it and also improved the role font a bit.
The new link is

http://web.tiscali.it/erupter/img/issu_project_coordinator.jpg

issu_project_coordinator.jpg


If there is people willing to do work then best have them do.
So we don't get confused.
In the PMA case for example we should have their docking mesh, and study it to adapt ours.
If they're willing to do the adaptation i say let them do it.
We concentrate on something else.
 
OK.

I'll leave the PMA work to Gawinnard.

We'll leave Destiny for now until I get the info doc done.

And it looks like we have the Unity exterior done. There's just a few little modifications needed, But I'll wait until I have my textures done for those, so we can also use them as a reference image.

So I think the task now should be the Unity interior. We can use Nick's work, but It will need adapting. There are no good pictures of the Unity interior, so we'll use pictures of Harmony interior, which is exactly the same, except for the fact that it has an extra 4 racks. So simply shorten it a bit. And also some slight texture upgrades will be needed, which I believe Marco is working on + I am also.

Below I include some pics of Harmony.

--ALSO--
Could someone make a separate mesh for the hatches. I have textures done for both sides on the SVN. They will need to be separate mesh as they are going to open.

jsc2007e053611.jpg

iss016e006834.jpg


Cheers,

-Pete
 
Could someone make a separate mesh for the hatches. I have textures done for both sides on the SVN. They will need to be separate mesh as they are going to open.

Do we already have the mesh on the SVN?
If so i can start working on it.
 
No.

We have textures only. A mesh needs to be made using those textures.

Go to:

Development Resources/Textures/Texture Image Files/Clean Templates/Interiors;)
 
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