The goal is to create a usable set of modeling and texturing assets for all of the parts in Kerbal Foundries, so that model/texture corrections and updates may be performed. Model transform scales will be fixed, and texture references cleaned up. PBR texture sets will also be created for all of the models that are updated, time permitting.
Will be doing this in likely 4 major passes --
1.) Import models into blender, clean up skinning, normals/edges. Clean up basic hierarchy, export .fbx for import into SP, test for texture issues. Clean up any issues that prevent clean texturing (shared non-unique faces/etc), and apply basic texturing material stack for verification purposes.
2.) Determine desired default size of models (balance feedback). Set scales in blend model files such that they are sized appropriately at scale = 1,1,1. Set up wheel-collider and suspension rigging. Update config files for changes in transform names and model scales.
3.) Finish texturing -- need to know model size before texture resolution can be fixed. Export finished textures for the model, set up texture set configs.
4.) Import the .fbx into unity, add part-tools stuff, and export the .mu model file. Double check it all works in KSP with the updated textures and texture-switch module.
All Steps Needed per model:
Blender:
Import original model into .blender.
Scale to desired final size, and fix model transform scales at 1,1,1
Clean up any edge-smoothing and UV issues that would cause problems with SP
Fix/create any armature rigging and vertex weights needed
Fix/create any transforms needed for rigging, and verify animation constraints
Export .fbx model for use in SP and Unity
Substance Painter:
Set up SP project with model.
Apply KF material stack, set up masks for relevant material setups.
Clean up any baking errors, and or supply custom baked maps where needed.
Custom normal map inputs from the original parts can be used in many cases.
Custom AO map bakes will be needed for many moving parts.
Add any part-specific features such as bolts/etc.
Export textures at listed texture size.
Unity/Configs:
Import model into Unity parts scene, setup part-tools for export.
Update part.cfg file for any change in transform names. Verify suspension lengths and wheel sizes versus model.
Create texture set configs to switch to PBR textures
Possibly allow for both?
Could ship with PBR textures, and/or simply de-activate metallics for legacy texturing?
Copy default textures into Unity and apply to model for stock loading behavior.
Export model.mu file with default textures
KSP - Verify part functions and texturing through in-game testing.
Track rigging instructions:
Import model into blender
Add armature object, and add rigging modifier to track mesh
Add one bone to mesh for each visible/movable road wheel
Add at least one non-moving bone if there are vertices in the track that are not linked to any other bones.
Specify vertex weights for bones. The influence of a bone generally extends slightly past its neighboring bones, using linear (spherically?) interpolated vertex weights.
Re-UV the track to utilize the new shared track UV layout for swappable track textures.
Texture Sizing, Export, Conversion Pass
KF Colors:
White Paint - 0.53r, 0.53g, 0.53b, 0.6 rough, 0.0 metal
Red Accent -
Black Paint
Steel Accent
RBI Colors:
Black Paint
Dark Gray Accent
Olive Paint - 0.01, 0.012, 0.001
Steel Accent
Tracks/Wheels are done at 1024x512 px texture size.
Need to re-open and re-export each track ensuring that the Unity Roughness Fix layer is utilized.
Need to create wheel and track textures for the -5 and -6 variants.
Wheel textures that have directional tread patterns need any lettering removed as the entire texture will be flipped when user specifies flipped tread directions
Alternatively a Left/Right texture could be made, but this would require changes to the texture-switch plugin as well (to stop symmetry updates)
Changes to KSPWheel / TU
[x] Allow for flipping of wheel textures
Can do in a KSPWheel module, as-per the tracks?
[x] KSPWheelAdjustableDeployment module
User-controllable transform manipulation, optionally linked to deploy animation
[x] Need to fix in-editor symmetry part cloning transform adjustments; cloned parts are 'pre-adjusted'
[x] Clean up KSPWheelSided model handling
[x] On TrackSimple, one side spawns with no colliders. Model issue?
Overview:
The goal is to create a usable set of modeling and texturing assets for all of the parts in Kerbal Foundries, so that model/texture corrections and updates may be performed. Model transform scales will be fixed, and texture references cleaned up. PBR texture sets will also be created for all of the models that are updated, time permitting.
Will be doing this in likely 4 major passes -- 1.) Import models into blender, clean up skinning, normals/edges. Clean up basic hierarchy, export .fbx for import into SP, test for texture issues. Clean up any issues that prevent clean texturing (shared non-unique faces/etc), and apply basic texturing material stack for verification purposes. 2.) Determine desired default size of models (balance feedback). Set scales in blend model files such that they are sized appropriately at scale = 1,1,1. Set up wheel-collider and suspension rigging. Update config files for changes in transform names and model scales. 3.) Finish texturing -- need to know model size before texture resolution can be fixed. Export finished textures for the model, set up texture set configs. 4.) Import the .fbx into unity, add part-tools stuff, and export the .mu model file. Double check it all works in KSP with the updated textures and texture-switch module.
All Steps Needed per model:
Track rigging instructions:
Texture Sizing, Export, Conversion Pass
Changes to KSPWheel / TU