Blender - Rocket Engine Tutorial

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  • Опубліковано 6 вер 2024

КОМЕНТАРІ • 53

  • @MrHichammohsen1
    @MrHichammohsen1 3 роки тому +45

    This channel is one of the most underrated on UA-cam.

  • @EieghtD
    @EieghtD 3 роки тому +11

    What about flames and plumes?

    • @RaizSpace
      @RaizSpace  3 роки тому +3

      Those are handled by Unity and the game itself. In Unity, you add a thrustTransform vector to indicate where the thrust is pointing, and then in the config file for the part, you tell KSP what kind of plume you want.

    • @EieghtD
      @EieghtD 3 роки тому +1

      Raiz Space oh, thanks 😊

  • @nehasandhansive6762
    @nehasandhansive6762 3 роки тому +4

    I am an indie gamedev and is making a game similar to KSP. Thanks for this tuts bro

  • @laakshchikodi9834
    @laakshchikodi9834 3 роки тому +19

    Wow! Im trying to make a KSP mod for RO, cos i feel like the engines i have arent that great tbh
    Can you make a vid which tells us how to make a modded engine? Thanks

    • @stekra3159
      @stekra3159 3 роки тому

      I would love that.

    • @jmstudios457
      @jmstudios457 3 роки тому

      check his video on making RO Configs for engines

  • @munwalk8970
    @munwalk8970 10 місяців тому

    Was just looking for something like this.

  • @auxencefromont1989
    @auxencefromont1989 2 роки тому

    What i'm searching for! At last!

  • @adrianpop6821
    @adrianpop6821 3 роки тому +4

    Ay thank you man you’re a saint 🙏🏻

  • @oystercatcher943
    @oystercatcher943 3 роки тому

    Thanks. I was one of people who asked for this so very kind of you to do it. I've used blender a little but I learnt a lot of new tricks from this video that will really help. So glad you gave the hot keys used, they are crucial to understanding what you are doing. I'm using an old version too. v2.8 looks like a major improvement in clarity of the interface.

  • @astrobob9646
    @astrobob9646 3 роки тому +2

    Amazing tutorial. Just one thing, you can enable auto smooth instead of edge split for the same effect (edge split is an old school way of doing it)

    • @Skirbiy
      @Skirbiy 2 роки тому

      I find that edge split is a lot more effective.

  • @TheSpot501st
    @TheSpot501st 3 роки тому +1

    Ok, I love you! It would be wonderful if you're going to do another video like this, but for lifting body parts (like your Shinkansen).
    Love your vids

  • @fraserbarbour4400
    @fraserbarbour4400 3 роки тому +3

    Any chance of a video about how to make multi-port RCS thrusters? I've never been able to get my custom RCS pod to have all the thrusters firing, I can only do a single direction

  • @stekra3159
    @stekra3159 3 роки тому +4

    That's awesome now How do you we get our blender model to show up in KSP as a part with the wricks physics? Unity might be involved.

  • @Moritz_Space
    @Moritz_Space 10 місяців тому

    This was an awesome video, I am trying to make some KSP 2 mods, this helped me a lot.

    • @RaizSpace
      @RaizSpace  10 місяців тому

      Glad to hear it.

  • @JonahFouts
    @JonahFouts 3 роки тому +4

    Could you potentially do this with something like solid works or fusion?

  • @EieghtD
    @EieghtD 3 роки тому +2

    Thanks for this

  • @Introx3D
    @Introx3D 3 роки тому +2

    Splendid vid.!!👍👍

  • @av_kovko
    @av_kovko 3 роки тому

    Thanks for this video

  • @wkaelj
    @wkaelj 2 роки тому

    You can avoid the vertical scaling by pressing shift+axis during the transformation

  • @connizle2586
    @connizle2586 3 роки тому

    This helps me with making rockets on Roblox thanks man

  • @spaceflight001
    @spaceflight001 Рік тому

    thanks raiz

  • @olivergriffin331
    @olivergriffin331 3 роки тому +1

    Oh yes!!!!!

  • @simjans7633
    @simjans7633 3 роки тому

    Thanks for this! I was wondering how to do this. This is perfect

  • @gwynbleidd9000
    @gwynbleidd9000 3 роки тому

    I’m modelling Falcon 9 and I spent like one day modelling detailed engine that won’t be even visible in the first place (it’s second stage engine)

  • @user-ld6is4ni3d
    @user-ld6is4ni3d 3 роки тому +1

    Thank you so much! Can you make a tutorial on also how to import them into ksp? Thanks :D

  • @100percentzane
    @100percentzane 2 роки тому

    Shift Right-Click

  • @melonmuskoficial5977
    @melonmuskoficial5977 3 роки тому

    Hi! When I reset unwrap It gets me all white the unwrap panel

  • @ASSIMO
    @ASSIMO 3 роки тому

    Hello Raiz Space, i need help about that, i did everything proeprly, removed N-gons, i have thrusttransform, gameobject, collider and a model. but when i export it to .mu and then import it to blender, only collider loads up. Is this a problem of blender or i did something wrong?

    • @RaizSpace
      @RaizSpace  3 роки тому

      I don't understand why you're importing the .mu into Blender. Don't you have the original model file (.blend or .fbx) in Blender? The .mu is produced by Unity for KSP.

    • @ASSIMO
      @ASSIMO 3 роки тому

      @@RaizSpace Hello, sorry for wasting the time. I already figured it out. But thanks :D

  • @animationspace8550
    @animationspace8550 3 роки тому

    How do you import your lap ships into blender? (Modded ships)

  • @jmstudios457
    @jmstudios457 2 роки тому

    Is there any way to export the metal material you made in blender as an image?

    • @RaizSpace
      @RaizSpace  2 роки тому

      If you're talking about the Extreme PBR texture, that's an image already and I usually just go into the folder and grab the appropriate one. There is a way to bake textures using nodes, and is more often used with procedurally generated stuff in Blender, but I don't remember how that works since I don't use it much.

    • @jmstudios457
      @jmstudios457 2 роки тому

      not really the extreme PBR, just getting different meshes different materials on the same texture sheet, because if I want one mesh a shiny metal pipe, and another one matte, well i'm not sure how to do that

    • @RaizSpace
      @RaizSpace  2 роки тому +1

      Shininess is a special subject, since in KSP that's applied by the shader rather than the material, so you would write a Textures Unlimited patch and tell it which meshes you wanted how shiny. As far as just getting different materials on the same texture sheet, I sort of showed an example at 44:14. I normally do that by arranging a palette of materials I want to use for the object in Photoshop, then import that single sheet into Blender. You can also export the UV map from Blender and then use that to apply materials to in an image editing program.

  • @av_kovko
    @av_kovko 3 роки тому

    Make tutorial for maked solid rocket boosters and engines please. For make Long March 11, Ariane 6, GSLV MK III and Vega C rockets.

    • @RaizSpace
      @RaizSpace  3 роки тому +2

      Can't imagine what I could say about an SRB that hasn't been covered already - it's just a tube with a nozzle at the end, and a thrustTransform vector in Unity. If you want thrust curves, you'll have to take a look at how SRBs in Realism Overhaul do those. But yeah, I don't know what to add if you can't model an SRB after watching this video.

  • @wyatt2299
    @wyatt2299 3 роки тому

    Can i just put put it into paint 3d?
    to paint it?

    • @RaizSpace
      @RaizSpace  3 роки тому

      Possibly - haven't tried. Technically you can paint it in Blender itself, too.

    • @wyatt2299
      @wyatt2299 3 роки тому

      @@RaizSpace Sry im new to Blender, should I do the material thing you did in the video, or is there another way?

  • @astronautmarinenoah4576
    @astronautmarinenoah4576 2 роки тому +1

    How about unity

    • @RaizSpace
      @RaizSpace  2 роки тому +1

      I have multiple tutorials for importing things through Unity such as this one: ua-cam.com/video/DDqNH8KAFpk/v-deo.html

  • @WarbirdPOV
    @WarbirdPOV 2 роки тому

    So bad, nothing made sense.