• Saturday , 18 November 2017

Planetary Domes Greenhouse Dome – Blender Modeling Timelapse

Code Canyon

https://i.ytimg.com/vi/XvKFSR8K_uI/hqdefault.jpg



New domes for Planetary Dome will have adaptive behavior, depending on the presence (or not) of the airlock at a give node.

Grab the mod here: https://spacedock.info/mod/958/Planetary%20Domes

Music by Epidemic Sounds

Looking for some cheap games? Get 5% off at Kinguin here: https://www.kinguin.net/r/markthimm

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source

3d Ocean

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19 Comments

  1. Brunered
    August 2, 2017 at 03:25

    Hi there! I love this video! For a school project I need to model a geodesic dome greenhouse (which is pretty much identical this). I'm curious how you were able to get the initial dome structure into blender, before applying the airlocks. Is that a standard blender function or did you use a mod? Thanks for the videos man!

  2. kissmyback
    August 2, 2017 at 03:25

    Can someone tell me why i can't get out of airlocks?

  3. Julfi
    August 2, 2017 at 03:25

    Great Time lapse
    Also can collab with The Creator of MKS? 😀

  4. Papsan Lysenko
    August 2, 2017 at 03:25

    Nobody interested what's the music in the video?

  5. Gavin Gavin
    August 2, 2017 at 03:25

    cool

  6. Lee'd
    August 2, 2017 at 03:25

    First off, I like your stuff.
    However, I have got some questions about the model:
    Why did you use Knife Project? I've got the feeling that this makes for a harder time when UV mapping or at least uglier smooth shading. As other comments also said, the poly count is rather ridiculous; with about 50k verts / 40k faces / 85k tris … You should swap out the high poly frame for a more triangular based one, with good shading that'll still look fine and will make UV mapping and running with little memory impact as well as rendering with low fps impact way easier (in KSP).
    Other than that, though, I think you did a good job balancing textured and modelled detail.
    I see that you're more or less on an intermediate level with blender and I thouroughly respect your work, i hope that you can understand my criticism.

    Also, I agree with others that say that it would be great if you could show your workflow when creating a mod; not the blender part, because that a ton of work to explain and there are people out there who already did a good job with that, but the other stuff; what programs you use to implement the model and the other features and so on.

  7. Kyle Pittman
    August 2, 2017 at 03:25

    Watching all these blender videos is pretty cool, and it makes me wonder how feasible modding is, as I have cad and programming experience. I saw a couple other comments on the issue, but I figured I'd add one too. I have watched many programming tutorial videos and form what I understand they're a lot of work to make, but in the event you decided to start doing ksp mod tutorials, I would watch every one. Keep up the good content!

  8. Ioar seri
    August 2, 2017 at 03:25

    You sir are a 3D modelling genius!

  9. Odilon Toulemonde
    August 2, 2017 at 03:25

    I love your videos <3

  10. Luca B
    August 2, 2017 at 03:25

    Can you make them in/deflatable?

  11. robinjac
    August 2, 2017 at 03:25

    So first of all: loving these videos. So nice to get to see behind the scenes footage of someone building a virtual world, or at least part of it. But I do have one question..

    Don't the airlocks compromise the entire structure? I know it's just a game an all, but I thought geodesic domes were so strong specifically because the triangles made it possible to distribute the weight evenly. If they are unequally formed, or like in this case cut off partially, I think that might make the structure unfeasible.

    Irrelevant for KSP, but I like the details 😛

  12. elliott van neste
    August 2, 2017 at 03:25

    Just Somme FeedBack:

    Personally i feel like there might be to much pollys in that frame.i think you could have made the bars square instead of round and it still would have looked good. you could potentially even have textured it on(tough that wouldn't look good when you get close to it with a kerbal (even if its normal/bump mapped)).also on the topic of texturing that texture for the light seems to have allot of empty space you could try and scale up certain parts of it so they are as big as they can possibly fit.and honestly if you want the white space you just need a few pixels for that. unless you also have different maps eg. bump/specular but that didn't seem the case.

    otherwise a nice model keep up the good work.

  13. gijs leemrijse
    August 2, 2017 at 03:25

    It has a ridiculous poly count for its complexity, to be honest 😮

  14. Tim C
    August 2, 2017 at 03:25

    Good stuff as always Mark. looking forward to using these once I've spent a bit more time getting the hang of life support

  15. Killer Cat
    August 2, 2017 at 03:25

    you look pretty decent wth blender

  16. Alex Siemers
    August 2, 2017 at 03:25

    "The Symmetrical Geodesic Shark MK. V"

  17. NightShift 10125
    August 2, 2017 at 03:25

    Can u make torlary on how to make are own mods?🙂

  18. Daniel Franco
    August 2, 2017 at 03:25

    Nice! I'm a big fan of your videos keep up the good work!

  19. Mark Thrimm
    August 2, 2017 at 03:25

    Planetary Domes have been updated to work with KSP 1.3 and a brand new update with a lot of changes is coming your way. This is how the domes will work with new airlocks you've seen in the previous video. You're great guys, keep it up!

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