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Mule

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Posts posted by Mule

  1. Yah I saw Valks on eBay but $350 is he nuts or something!! Id pay maybe $250 max but $350 is tooo much Valk outa change the price if he wants some1 like mee to buy it(Im for real though).  We could do the 15 people thing but we realy need 15 people and we realy need a cheap price  <_< . Ask them if they are willing to do it and see if the price is cheaper than Hobbyfan.. And actually get these damm kits :angry:

    322958[/snapback]

    Check again. It's GBP 350 (Great Britan Pounds) which is US $630.00.

    Supply and demand my friend. For the real deal on this kit, expect to take out a loan.

  2. Now since apparently you people didn't go see what it was about, i'll have to add the link to the pic http://news.ufl.edu/wp-content/uf-news-pos...s/print/169.jpg and btw, i'm already aware that the concept has been in test for quite a long time but please, start looking at it before you bitch at it

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    Unfortunately the picture link got Slashdotted :(

    That is a really cool little plane, and I think a bit of a departure, or at least a more extreme example of a deformable wing than earlier examples. Besides, the article says the plane can do manuvers that would easily kill any pilot. Damn cool piece of engineering.

  3. Does any one know what size I would need to print one of these to get it to come in at 1/72 scale?

    Berttt

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    I just printed it out on standard 8.5 x 11 in paper. If you measure from the floor to the gun barrels, I figure it is about 1/89 (HO) scale. The scale is different if you measure it length or width wise.

    You might be able to make an estimate from that.

  4. I hadn't looked at this thread previously so I was somewhat suprised when I did. I produced a CG version of the Monster last July and rendered one in an "original" grey colour scheme, this paper model looks just like it. Amazing coincidence.

    I just printed it on a BW printer to do something a little different and to save color toner at my office. I didn't try to steal anyone's ideas. Besides you've got some yellow in you're color scheme, where as mine is purely gray. In any event, I like what you've done there. How long did it take to make that scene? What program(s) did you use?

  5. Well I am using future for the gloss coat and applying it with conventional brushes, so that might explain why I got some silvering in certain areas.

    Oh well  'Live and Learn' as they say. ;)

    312195[/snapback]

    I do it that way too. Future smooths its self out really well when brushed on. I found that the thicker coat helps get the really glossy surface.

    Are you pressing the decals down once they are in place? I find that helps a bit.

  6. One more angle pic. By the way, is it ok to delete the pics from hard drive once I have uploaded them into the forum?

    Yes, the image is now living on the MacrossWorld server.

    Very nice work ;)

  7. If you want to do it I suggest selling the pattern to, or cast through Federation Models or another caster.  FM has a rotocaster and it does quite nice work.  I say don't worry about the casting issues.  There are many options.  If you build a matching ARMD model it can be cast quite affordably.

    How much do you think one could sell a pattern like this one for?

  8. The VF-1 is small, but the YF-23 was also pretty large. My understanding is that one of the marks against the YF-23 was that it wouldn't fit in the hangers built for the F-15s it was supposed to replace.

    Nice work on both models by the way ;)

  9. The fact that most developers nowadays use a high-level language like C++ makes it easier. Sony can have the graphics libraries ready to go before the hardware is. The libraries can be updated as the hardware changes, thereby ensuring that code generated on the old kit is still good.

    I agree.

    The early dev kits probably just include the API's and documentation for the C/C++ programming interfaces. You don't need to know exactly what the hardware can do until you start optimizing, you just need an approximation so you can start coding. I believe the Play Stations use OpenGL or something close for their graphics API, and Nintendo has said that the Revolution will be using the same API as the Game Cube. The X-Box will no doubt be using DirectX. Point is, early dev kits don't need to exactly reproduce hardware performance, just the software interfaces.

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