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First round of primer to check my work. Going to have to do more putty work in spots, but the nose is not looking too bad. Also noticing lots of sink marks that need attention.
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lol
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The Transformers Thread (licensed) Next
JB0 replied to mikeszekely's topic in Anime or Science Fiction
I'm personally disappointed the airplane propeller doesn't become his butt, so he could spin his tails like a propeller.- 17271 replies
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Yeah, last year didn’t have much to offer other than Hundreds of Beavers.
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Super Macross Mecha Fun Time Discussion Thread!
Seto Kaiba replied to Valkyrie Driver's topic in Movies and TV Series
This is true, but in all frankness I believe you're overthinking things here a bit. Personally, I don't buy the argument that dingy and desaturated means "realistic". I lived through the tyranny of "realistic means it looks like you're viewing it through a used coffee filter" in gaming and other entertainment and I want nothing further to do with it. In practice, it doesn't really matter if you paint your space warship bright and garish colors or flat gunship grey because without an external light source shining brightly on the hull you're only ever going to see it illuminated dimly by reflected light from large nearby objects (e.g. planets, moons) or illuminated only by its own running lights like the Macross at the very start of DYRL?. That's different in atmosphere, but in atmosphere people are going to notice the giant F-off kilometers and a half long super-carrier no matter what color it's painted. If realism were that important, Battle Galaxy wouldn't be painted magenta. Likewise, I don't think there's any concern with the Battle 7 potentially overshadowing other ships when it's on screen. It's going to do that no matter how you paint it, because it's simply the biggest damn thing in frame 99% of the time. It might be an issue if you had multiple Battle-class ships in frame, but only if it's not the "hero" one. I think there's a much simpler explanation that works on both Watsonian and Doylist levels: stylistic preferences change with time. Battle 7's comparatively bright and colorful design is representative of mid-90's anime, but can also be said to be the preference of the 37th Fleet at the time it launched in 2038. The Macross Gigasion was designed decades later in both Doylist and Watsonian terms, so naturally it more closely reflects the tastes of the period to which it belongs. My favorite example of this principle in action is the TNG episode "Relics" and the DS9 episode "Trials and Tribble-ations". They don't retcon the rather dated stylistic choices or bright, garish colors of Star Trek's Original Series from the 60's into something more in line with the more subdued neutral tones of the 90's shows, they simply acknowledge that (both in-universe and out) that was The Style At The Time and that stylistic preferences changed as time passed. Macross Frontier and Macross FB7 both flirt with the idea a bit, but not to the same extent. There is no reason for anyone to do that, though. Satelight's animators working on Macross Frontier and Macross Delta weren't superfans working on a fan film. They were professionals there to do a job. They have no reason at all to care about what was done in prior shows. They have a stack of animation model reference sheets, storyboards, and screenplays that spell out what to draw, how to draw it, and when. All the decisions about how things should look or what things should be in the story happen way before anything gets to them. That's the job of the various designers who work on development of the project. If an older design is being brought back and refreshed, they don't need to go back and look at the old animation because they have the animation model reference to work from. The master key to the art design. They can make any necessary tweaks using that as a starting point without the need to waste tens of hours trawling through old VHS tapes and DVDs. Not wishing to cause offense, but your results are not necessarily indicative of the outcomes that a professional animator would produce. And yes, many transforming designs involve a certain amount of "anime magic". It's just the cost of doing business. As far as I know, sales figures for Macross VF-X2 have not been made public. The game's events have been referenced so often by so many different Macross works from Macross Frontier onward that I can only assume it did pretty well for itself back in 1999 and in that limited 2002 re-release. Enough to justify Macross Frontier and Macross Delta and their spinoff works tying into it as heavily as they have. It's been referenced in anime, other games, light novels, audio dramas, and even model kits. Regardless, I don't think the measure of success of Macross VF-X2 necessarily means anything WRT the Doylist explanation... a simple desire to make the new Battle-class in the new story visually distinct. Macross VF-X2's dev team had a story that called for an "evil" Battle-class, so they took the basic design and made it bulkier, spikier, redesigned the bridge to look more menacing, and gave the whole thing a darker and more ominous-looking paintjob of purples and dark greys. Similarly, when the time came to make Macross Frontier in the mid-2000s, the story called for a "hero" Battle-class and a "villain" Battle-class, so they needed to update the Battle-class design to mesh with the 2000's visual aesthetic and to produce a single base design they could customize to make the heroic Battle Frontier and the villainous Battle Galaxy. Nope... and I am intensely annoyed about it. The obvious Doylist explanation is that it's CG model reuse and they forgot to remove or change the hull number while they were adding bits to it. When it comes to a Watsonian explanation, we're stuck with a lot of assumptions. The obvious answer is that the Battle Astraea is another ship from the same design generation as the Battle Galaxy and/or that it was upgraded with some of the same kind of technology used in Battle Galaxy when Cromwell's crew disappeared with it and had the Epsilon Foundation refit it. Why its hull number is the same as Battle Galaxy's... that's anyone's guess. -
Could be good, need a good comedy.
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Super Macross Mecha Fun Time Discussion Thread!
SebastianP replied to Valkyrie Driver's topic in Movies and TV Series
OK, so this whole post you're mostly making Watsonian, in-universe, arguments for why things were changed. I have been and will be making Doylist, out-of-universe ones. Both can be true at the same time. To start off - I did point out that Gigasion *is* referencing Battle 7 directly. It's just the *original palette* version of Battle 7 from episodes 1 through 15, where the ship was still just a big ship. I can think of several Doylist reasons to do this. One is that the 3D-era ships across the board have been trying look more realistic, and the bright Gundam colors aren't especially realistic on a warship, especially when every other warship seen across two TV shows and four movies have been more subdued in color. Also, for a good long while, we had both Hollywood and video games going "the less saturated it is the more realistic it is", and this era overlaps with Frontier and Delta. One is that there is a concept called scale effect - a visual psychology trick that makes the brain more accepting of something being much larger based on the palette. Basically, the human brain doesn't want to accept that something that big can be that saturated in color, so you mix some white or gray into the color it's actually supposed to be to trick the brain. I learned of the concept from plastic modelling forums, where all the really advanced modelers swear by it, and I think because digital VFX evolved from physical VFX, the same trick may be taught in formal schooling for that, but I don't have any so I can't say for certain. One is that a bright white giant robot would overshadow any scene it's in in the movie, even if it's far in the background. As animated, Gigasion is obviously bright enough to be the main character of the scenes where it's supposed to be, but with the even brighter colors from Macross 7, it would be hard to focus on the VFs because of the great big flashbang of white in the background. (I think this is the same reason why the Battle 7 was gray for the first 15 episodes - a lot of the time, we were mostly seeing Diamond Force launching from it, and if the ship had been white it would have been overpowering. I will have to look at later episodes of Macross 7 to see if they actually updated the launching scenes with the brighter palette later). Also, in 3D it's much more difficult to change the palette between shots without people noticing, so pulling the trick of "gray up close, white from afar" is not as viable as it was in the cel animation days. As for the VFs - I can easily justify in a Doylist manner why very brightly colored Variable Fighters are still perfectly realistic, by pointing out that real life fighter aircraft since Manfred von Richthofen's Fokker Dreidecker, all the way to the JSDF's Itasha F-15s, have indeed been painted in basically every color imaginable, and even to this day, the US Navy's "Wing King" fighters fly combat missions painted up in high visibility throwback schemes when the carrier's command staff allows them. (VFs also aren't big enough to be affected by the Scale Effect, not by comparison, but they're also so large that they're going to be mostly out of frame or self-shadowing in any scene where you have a *character* needing the focus, so they also won't be as big of a visual flashbang as a bright white ship against a black background is). I can buy this for Macross 7, because unless the animators were super fans who owned the original show on physical media, or the physical media was provided to them by the production company for research, it would be really quite difficult in 1994 to find the original show to research. Not that it was even relevant because about the only thing reused from previous productions on a regular basis was Exsedol's character design. Basically no point to go back and rewatch the old show to see how things were supposed to work if you're not using anything from it. For Macross Frontier, the situation is different. Aside from physical media being more available, by this point not only did you have digital distribution, but you could find whole episodes on Youtube, and I'm fairly certain there was a decent selection of clips on Nico-Nico as well. Could, did, or should the animators have done any research on Macross 7 this way? I have no idea. But it was a vastly simpler proposition to do so than when Macross 7 was made. Also, in the 3D era, instead of "stock footage" where they just toss a ready made clip that was hand drawn with all sorts of wonky proportions every couple of minutes, what happens is that you use a scene script and then re-render it with relevant changes. This scene script will have the relative scales of all the models used available (just click on a fighter or ship to see what scale it is), and if the modelers are smart, everything will be in "true" scale all along so you don't have to worry about it. These scene files were kept around for a long, long time, because some of the ones from Frontier are re-used in Delta, with changes making it obvious that they're not just composited but actually re-rendered. As for 2D animation errors, I don't really bother thinking about most of them. It's only when they're so big that there's something in my brain that goes "that can't be right", like shooting fighters out of the torpedo tubes of a 250 meter ship... To me, animation errors are wonky proportions or visual glitches that I can gloss over as unimportant. That one had an entire episode based around it... (but we were done with this particular conversation a week ago). OK. Here's the thing - I tried to do this, a long time ago. I tried to build a Macross 7 based on the animation reference drawings. It didn't go well, because there's a lot of parts that the drawings we have available do not cover (there's probably more drawings available to the actual animators though); but also because, as drawings, they turned out not to be completely proportional to each other. Notably, the ship form of Battle 7 is thinner than the robot form. Build the robot like the ship, and you get very skinny legs and arms. Build the ship like the robot, and you get something with proportions much more like Battle Frontier. This is why I was saying that I'm thinking they tried, and gave it up as impossible and started over, using only the transformation skeleton. Note that even then, the Battle Frontier doesn't actually have a perfect transformation - the gun is too long, and even with the stock collapsed, it clips into the pelvis while in ship form. This may be one of the reasons why they've never made a ship-form Battle class model kit - it's fairly obvious if you flip it upside down that there's clipping going on. (This goes for the game model used in the Frontier games, but it's very obvious that the game studio had access to the shooting models because as mentioned, they repeat some of the weirder animator's choices verbatim, like the ship name "Maiduru" being hard-painted into the texture for the Guantanamo model) (This is not a complaint or a demand that anyone fix the problem, just an observation that the model is not perfect). This is an argument that makes a lot of sense from the Watsonian perspective, and from the perspective of a superfan who owns or at least has access to all the reference books. Remember that the Macross Chronicle did not exist at this time, so information relating to VF-X2 was *legally* available only to people who had the game and the reference book for it. Here in the West, information relevant to Macross 13 and VF-X2 was circulated by fans who bought the game and book, then translated the information, and shared it online. Because many of us western fans had no access to *any* of the books, we went to the fan-created indexes like M3 or Sketchley's, and absorbed this information along with everything else. But... did it work the same way in Japan? I'm thinking that it is way more common for the "average" western Macross fan to have found out about Macross 13, because there basically aren't any "casual" Macross fans due to what a PITA it is to get the anime; than it is for an average Japanese Macross fan, ca 2008, to know much about it. Honest question, by the way. I know there were obviously hardcore Macross fans in Japan that were at least as well informed as us (probably more, given that they can read the books without help), but there's something that gets me thinking that VF-X2 was paradoxically more obscure in Japan. My Doylist reasoning, to re-iterate, is that even if you wanted to make an accurate transforming 3D model of the Battle 7 you wouldn't be able to without just as much pixie dust as in Macross 7, and in textured 3D due to having textures on all the parts, the pixie dust would be more obvious. And the Battle Frontier looks a lot more like someone *tried* to do a Battle 7 first, than someone who started making a design evolved from Battle 7 through Battle 13. (Also, did we ever get a Watsonian explanation for the very obvious model reuse where Astrea is literally Galaxy with added parts? Someone explained that in one of the Another Century's Episode games, they basically flat out went "yeah, it's actually the same ship", but that's not Macross canon. The Doylist reason is obviously "crap, we forgot to make new textures!") -
"He-Man and Masters of the Universe" Film by Sony
Big s replied to Mazinger's topic in Anime or Science Fiction
Yeah, but I still want to at least see the trailer, even though I’m expecting disappointment -
The Man’s Laughter joke has been a dad joke for a few decades, but it still sounds funny delivered by Liam Neeson
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SPACEBALLS 2: The Search for More Money?
Big s replied to TangledThorns's topic in Anime or Science Fiction
That’s possible as well. Not sure though, but Pg these days are fairly tame compared to pg-13 and R these days can go far beyond Robocop which was the benchmark for R for a long time. Don’t forget about the booty cheeks -
All Things Videogame Related: EXTREME VS!!
davidwhangchoi replied to Keith's topic in Anime or Science Fiction
https://www.eurogamer.net/digitalfoundry-2025-the-first-plausible-sony-handheld-specs-leaks-emerge-but-how-capable-can-it-be Digital Foundry: "The first plausible Sony handheld specs leaks emerge - but how capable can it be? Strategically cut-back PlayStation 5 gaming looks viable."- 6939 replies
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The Transformers Thread (licensed) Next
mikeszekely replied to mikeszekely's topic in Anime or Science Fiction
You apparently can't have a Sonic without a Tails. Or in this case, a Blue Booster without a Wingtail. From the neck down, Wingtail looks more like a Transformer to me than Blue Booster did. Sure, the red-and-white feet emulate Tails' shoes, the white forearms his gloves, and the yellow-ish legs and biceps Tails' natural fur color, but the predominantly red-and-black torso with visible airplane parts instead of a mecha-fur chest work for me in a way that Blue Booster kind of didn't. From the neck up, though, his head suffers from the same uncomfortable combination of too-accurate anthropomorphic cartoon animal with soulless light blue robo-eyes. The biggest strike against Wingtail's aesthetics, though, is the metric butt ton of kibble he's wearing. The wings on his arms I want to give a pass too, as they're reminiscent of an inverted Powerglide, but then he's got another set of wings sticking pretty much straight out his back. Those wings are paired with the entire rear half of his alt mode dangling off his butt. Sure, I get that it's supposed to be like the two fox tails that hang off of Tails' butt, but they don't really look like fox tails, do they? Perhaps if the horizontal stabs folded up and maybe the entire thing spun around to reveal a yellow and white side? I don't really love where the joint's connecting the tails sit, either, as it kind of forces them to be constantly in the way. As far as accessories go, Wingtail comes with a booster gun and a blue flame effect part. Wingtail's ball-jointed head can look up a bit and tilt sideways ok, but he has zero downward tilt. His shoulders can, in theory, swivel and move laterally about 75 degrees. In practice, the wings on his arms will get in the way long before that. Likewise, his biceps swivel, but the wings are very much in the way. I'll point out, though, that the wings are kind of just pegged on; there's a part pegged into the back of his shoulders, then the wing itself is separately pegged onto that part. For bot mode, that does mean that they're removable if they're bothering you. Moving on, his elbows are double-jointed and bend 180 degrees (a necessity for transformation), but he has no wrist swivels. He has a waist swivel, as it's part of his transformation, but with all of his tail kibble pegged in place it's pretty useless in bot mode.ev His hips are capable of going 90 degrees forward and nearly 90 degrees laterally, but his tail kibble is going to make that more like 45 degrees laterally, plus the way his back is shaped gives him only a slight backward hip bend. His thighs swivel, and his knees can bend nearly 180 degrees (basically until his feet and thighs collide). Speaking of feet, there's no up/down tilt but his ankles do swivel and pivot 90 degrees. There's a peg on the booster that Wingtail can use to hold it as a gun, with the effect part making it look like it's blasting Decepti-Eggs or whatever. I'll also point out that there's a peg hole on the end. If you remove the flame effect, you can use it to combine with Sonic's item box for a bigger sort of blaster, or you can put Blue Booster's ring on it. I guess you can technically attach Blue Booster's item box to Wingtail's gun, then the ring to the item box, but then there's still nowhere to put the flame effect. Something always gets left off. Kibble might be the worst thing about Wingtail's aesthetics, but the actual worst thing about this figure is probably the transformation. On paper it seems simple enough; tuck the head into the engine, lift the engine up, fold his arms into the gap, line up his wings, tuck up his legs, then encapsulate the legs with the tail. In practice, there are two things I found frustrating. The first is that the pegged-in wings on his arms pop off constantly. On my copy, one wing pops off the assembly on the back of his shoulder, and on the other side the entire assembly pops off his shoulder. Eventually I stopped fighting it and basically partsform him, which is probably for the best because the other issue is getting the engine tabbed into place. As a Deluxe-sized figure the tolerances just aren't tight enough to really tuck his arms in perfectly, so you wind up squeezing them with one hand while forcing the engine to tab over with the other... something that's easier to do when the wings aren't in the way. Credit where credit is due, Wingtail's biplane mode is excellent, and aside from there being a little extra white in the middle, the stripe on the tail missing a line, and the robot feet not quite integrating into the belly, it's a pretty accurate rendition of the Tornado. Turns out you can have a pretty good plane mode with you A.) start with a chunkier plane than most modern fighter jets, B.) work backward from the plane instead without worrying about the robot's cartoon accuracy, and C.) Don't mind if the robot in question is covered in kibble. In alt mode, Wingtail's gun plugs into a port on the belly of the plane, with the flame effect pointing backward like a booster. A booster which is, in fact, canonical to the games, so kudos to Wingtail for alt mode accessory storage and double kudos for game accuracy. With the booster installed, the wheels (which do roll) on the wings and tail don't quite reach the ground. There are little black nubs on the booster, though, so the plane still remains upright. While the canopy has hinges to open, the ends of it are partially encapsulated by the tail, so you can't open it in plane mode. Between Blue Booster and Wingtail, Wingtail is definitely the more interesting figure in my book. He's got better accessories that integrate better with his alt mode. Speaking of alt mode, I like it a lot better than Blue Booster's. It's less cartoony and out of place, and a rare example of a plane alt mode that doesn't look like jet with a box of robot kibble strapped to its belly. However, better doesn't necessarily mean "good." The robot's kind of a kibbly mess, said kibble limits his articulation, and a few frustrations with the transformation process make me want to leave him in plane mode. And quite frankly, if you're a Sonic fan and just want the plane, you can get a bigger toy of the Tornado that comes with a Sonic figure to for less than this set. As a Transformers fan, they're below-average figures that don't blend aesthetically with other figures in your collection. Ultimately, this is a set most people should pass on. Even I wouldn't have bothered with it if I had to pay full price; I used a Target coupon though and figured it'd at least be decent review fodder.- 17271 replies
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For the AI-era, at least one hand needed to have six fingers. I really hope this is as funny as I hope it is!
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"He-Man and Masters of the Universe" Film by Sony
Thom replied to Mazinger's topic in Anime or Science Fiction
This is definitely looking like streaming fare. -
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"He-Man and Masters of the Universe" Film by Sony
sh9000 replied to Mazinger's topic in Anime or Science Fiction
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Your Most Recent General Toy Purchase - 2024 Edition
sh9000 replied to azrael's topic in Anime or Science Fiction
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SPACEBALLS 2: The Search for More Money?
Thom replied to TangledThorns's topic in Anime or Science Fiction
So Clash of the Titan, Spaceballs and Airplanes did it!!😁 And kids in the 2020s can now hear sh*t and f*ck on regular TV. At least until the dialogue hits the limit per episode... -
SPACEBALLS 2: The Search for More Money?
TangledThorns replied to TangledThorns's topic in Anime or Science Fiction
Came here to say that. The system probably updated over the years on what was allowed for each rating. Amazing what we 80s kids grew up with, lol. -
SPACEBALLS 2: The Search for More Money?
pengbuzz replied to TangledThorns's topic in Anime or Science Fiction
According to wikipedia, PG-13 as July 1 1984: https://en.wikipedia.org/wiki/Motion_Picture_Association_film_rating_system -
SPACEBALLS 2: The Search for More Money?
Big s replied to TangledThorns's topic in Anime or Science Fiction
Pg13 these days kinda replaced the old pg standard. Not sure if the first Spaceballs movie was before the change. Clash of the Titans had a lot of stuff that would be in an R rating today and that also had a pg rating. That movie had gore and occasional nudity throughout the movie. I think clash was 81, again not really sure when the change in the ratings system hit -
SPACEBALLS 2: The Search for More Money?
TangledThorns replied to TangledThorns's topic in Anime or Science Fiction
Had to look it up but had no idea that SPACEBALLS was rate PG, it had a lot of sex innuendo and adult language including one F bomb. "I bet she gives great helmet", lol. On a slight note I can see why it took so long to make a proper sequel as we have had lots of STAR WARS spoofs in recent decades. Notably from ROBOT CHICKEN and Family Guy. -
My first 1:72 aircraft, the VE-1 is bigger than I thought. The test fitting is good. Lots of seam removal needed and lots of very delicate parts. I love the design so much. Such a chunky little buddy. It has sooooo much more detail than any of the old kits I have been working on. It’s going to look awesome once it’s painted.