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eosmusashi

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Posts posted by eosmusashi

  1. I'm totally appropriating your dark-grey and black scheme to put on one of my Hasegawas...

    That version is the best, here are some good pics from a Hasegawa with it for your reference:

    8758562524_59c107d6b3_b.jpg

    imgp3610.jpg

  2. This part was just for fun, really, but I wanted to make some other paintjob versions of the YF-19 besides the one that shows up in the movie/OVAs.

    So from the Variable Fighter Master File I took some of the labeling options and did these liveries:

    Production VF-19 with squadron numbers

    51ylepkk9kl.jpg?w=640

    160619-3.jpg?w=960

    160619-14.jpg?w=960

    Skull 1 version

    18.jpg?w=933

    160614.jpg?w=640

    160616-2.jpg?w=960

    160619-4.jpg?w=960

    160618-6.jpg?w=960

    160619-6.jpg?w=960

    160619-8.jpg?w=960

    VF-19A SVF-339 “Lightnings”

    160620.jpg?w=933

    160626-3.jpg?w=960

    VF-19A “Ravens” from Macross VF-X2

    160626.jpg?w=933

    160626-2.jpg?w=960

    VF-19A SVF-440 “Dullahans” (my favourite one!)

    lrg151346_0_1097004.jpg?w=640

    160630-2.jpg?w=933

    160701-2.jpg?w=933

    160701-5.jpg?w=960

    160701-3.jpg?w=960

    160702.jpg?w=960

    160702-2.jpg?w=960

    VF-19ADVANCE from Macross Frontier (Macross 30)

    dxchovf19adv5.jpg?w=960

    160707.jpg?w=933

  3. Did some work to solve some weird problems with the cockpit's lighting and normals, which I kinda solved fully just a week ago, but these WIP pics show my attempts and some of them are very good looking:

    160609.jpg?w=960

    160609-3.jpg?w=960&h=720

    160611-2.jpg?w=933

    160611-3.jpg?w=960

    160610-3.jpg?w=960&h=720

    160611-4.jpg?w=960

    160611-5.jpg?w=960

    160611-6.jpg?w=960

    160619-15.jpg?w=960

    160619-17.jpg?w=933

    160619-16.jpg?w=960

  4. This is some awesome work! Makes me glad I quit my attempt to model the 19, as there is no way I would have been able to get this in-depth with it.

    I like how you're re-projecting the under view onto the cockpit screens instead of just making the cockpit transparent. I would think the 'real thing' would have a similar re-projected view, as it would look correct unless you moved your head really far from the 'sweet spot.'

    I would point out that I think the roll/dive ladders are somehow holographically projected onto the upper-half of the cockpit too.

    What is your current poly/tir count? From the looks of it, this might be low enough to squeeze into a (VR ready) engine like Unity or ue4!

    Dude don't!!! Don't quit your own work just because someone else's looks more detailed! The reason I started making my own YF-19 was because I couldn't get it online, and I wanted a very very realistic version of it, but simpler and closer to the cartoon solutions are awesome too, so keep up your own work happening! My version is by no means the best that it could be (lots of improvement needed and mistakes were made!) and I really want to see someone's version solving what I couldn't figure out out there (also of other valkyries! YF-21 anyone?)

    Thanks! The Virtual Environment Cockpit was a good brainstorming for me, because I was thinking, hey, if this was fo' real, it wouldn't be a transparent window like they did with cels in the Anime, it would project from the pilot perspective's, like those fancy drawings that they draw on the sidewalks with chalks that look 3d from a certain angle...

    snail1.jpg?quality=65&strip=all&w=780

    I too noticed the HUD displays on the canopy glass sometimes, but sometimes it doesn't. Sometimes I'm even sure he's watching it from his helmet visor (like the tracking and target lock icons) and anytime you saw the canopy from the outside, there was no HUD on the glass, only the inner screens. So I thought what the heck. I'll show it full in those shots where you see the cockpit from the pilots POV (there'll be a couple of those shots in my film)

    I'll be back with the polycount later :) and it could certainly be used for a different project that what I have, which is film production quality, but that's gonna be some extra work later down the road... stay tuned!

  5. Some up close shots of the inside of the cockpit with the specular improvements (still WIP)

    160611-2.jpg?w=933

    160611-3.jpg?w=960

    160610-3.jpg?w=960&h=720

    160611-4.jpg?w=960

    Those creases in the flight stick should go inward, not outward. Mmmhh...

    160611-5.jpg?w=960

    160619-18.jpg?w=640

    160619-15.jpg?w=960

    160619-17.jpg?w=933

    160619-16.jpg?w=960

    160611-6.jpg?w=960

    160611-7.jpg?w=960

    160611-11.jpg?w=960

    160611-12.jpg?w=960

    160611-13.jpg?w=960

    The DOF makes this one look like it's a small scale model :)

    160611-14.jpg?w=960

    160619-10.jpg?w=933

    160619-9.jpg?w=960

    160619.jpg?w=960

    160619-2.jpg?w=960

    160612-6.jpg?w=933

  6. The adventure making the afterburner effect begins!

    First, an attempt with a consecutive stream of flat cards with a gradient shader, from a tutorial

    160530.jpg?w=960&h=720

    Problem was that it didn't look right at a certain angle where you could tell those flat geos apart, so I switched technique.

    160530-2.jpg?w=960&h=720

    This time I achieved the effect using a custom material with nodes

    13323744_10153568146256408_5038880884697

    160604.jpg?w=960

    The rings were geometries so I quickly realized this didn't look good

    thrusters.gif?w=960&h=720

    So I finally decided to use the same technique with the nodes to achieve the rings effect

    160606-2.jpg?w=960

    160606-5.jpg?w=960

    160611-8.jpg?w=960

    160611-9.jpg?w=933

    160611-10.jpg?w=960

    ezgif-com-gif-maker3.gif?w=960

  7. Thanks guys for your nice comments!

    Fixing a stupid weird mistake I made on the nose panel lines

    160602.jpg?w=960

    160602-2.jpg?w=933

    160602-3.jpg?w=960

    160603.jpg?w=960&h=720

    Navigation lights updated

    160527-2.jpg?w=960&h=720

    160527.jpg?w=960&h=720

    Making little fixes to the shader specularity, plus some cool DOF

    290529-4.jpg?w=960

    160526-3.jpg?w=960&h=720

    Adding fluorescent formation lights

    290529-2.jpg?w=933

    Adding stroboscopic lights to the tip of the wings and the red light behind the canopy

    giphy.gif?w=640

  8. Creating the pilot's control panel

    160502.jpg?w=933

    160503.jpg?w=960

    160508.jpg?w=933

    I added some orbital mechanics equations to replace the information being displayed in the VEC

    160508-2.jpg?w=960

    160508-3.jpg?w=960

    160509-2.jpg?w=933

    160514-2.jpg?w=933

    Added a scratched glass texture

    160514.jpg?w=960

    160515-2.jpg?w=933

    The switch on sequence:

    turningon_1.jpg?w=960
    turningon_2.jpg?w=960

    turningon_3.jpg?w=960

    turningon_4.jpg?w=960

    turningon_5.jpg?w=960

    Cross your eyes!!

    cockpit_stereoscopic_small.jpg?w=960

    Comparison:

    17.jpg?w=960

    wallpaper160516.jpg?w=933

  9. For the HUD, I created this contraption that can hold a virtual horizon, so there are three rings: the Attitude indicator, the Roll indicator (which is what shows up in the gif sequence) and the virtual compass, which would always point "north"

    160402.jpg?w=640

    160406.jpg?w=933

    160407-3.jpg?w=960

    160407-5.jpg?w=960

    160412.jpg?w=933

    Several tests later

    160411.jpg?w=933

    160416.jpg?w=933

    160418-2.jpg?w=933

    yf19.gif?w=933&h=701

  10. tumblr_n9y22jdwta1s5oxc0o2_500.gif?w=640

    tumblr_nbg8j0tx8y1tn7e6io1_500.gif?w=640

    The best part of the YF-19 cockpit is the VEC (Virtual Environment Cockpit), the way I solved this was to create a wide angle camera that would render the bottom from the pilot's point of view, and then use an image sequence of this render as a texture for the bottom screens. Here are the first tests:

    wallscreen.jpg?w=960

    The rendered camera

    160323.jpg?w=933

    Projected as a texture

    160323-2.jpg?w=960

    Trying a more complex background (LoL)

    trump.jpg?w=960

    160327.jpg?w=933

    Using an HDRI map as a background, same thing: Rendering from the camera pointing down, then projecting as a texture

    160327-2.jpg?w=960

    And how it looks from a different angle

    160327-3.jpg?w=960

    Adding a layer of green lines to represent the HUD

    wscreen.jpg?w=960

    160329.jpg?w=933

  11. Thanks for commenting!!

    Mommar, yup, the head is too small and the chest too big. But since these are the Hasegawa plane proportions, I had to suck it TehPW thanks! I've been professionally involved in CG for the past 6 years, but never as anything other than an animator, so this is my first incursion into everything else, so maybe someday!

    Cockpit UV mapping

    160111.jpg?w=933

    160122-2.jpg?w=960

    160122.jpg?w=933

    Decided to paint by colours this time to make it easier to find what was what in the final texture map

    160124.jpg?w=933

    Adding a texture to the seat

    1601223-5.jpg?w=960

    160124-2.jpg?w=960

    Panel lines for the cockpit traced

    160125.jpg?w=933

    160125-2.jpg?w=960

    160128-2.jpg?w=933

    160128-3.jpg?w=933

    Added a bit of metallic shader

    160130.jpg?w=933

    160130-2.jpg?w=933

    Specular highlights added

    160318.jpg?w=933

    160321.jpg?w=933

    An Easter Egg:

    160321-2.jpg?w=933

    160322.jpg?w=933

    160322-2.jpg?w=960

  12. I ran across some troubles with the specular maps but eventually solved them, so these renders were tests that ended up looking great, even if they were specular maps mistakes

    151007.jpg

    151007-2.jpg

    151007-3.jpg

    151007-4.jpg

    151007-4.jpg

    Adding warning signs to the textures

    151010-3.jpg

    151010-5.jpg

    151010-6.jpg

    151017-3.jpg

    151017-2.jpg

    yf19weather.jpg

    Adding some dirt

    151019.jpg

  13. UV mapping was a complete and utter nightmare. Definitely my least favorite part of the process.

    150831.jpg

    150824.jpg

    150825.jpg

    150825-2.jpg

    150826-2.jpg

    150827.jpg

    150829.jpg

    1508301.jpg

    150831-2.jpg

    150901.jpg

    150902.jpg

    150903-2.jpg

    150904.jpg

    150904-3.jpg

    150905.jpg

    150905-2.jpg

    Thus, texturing begins!

    150905-3.jpg

    150905-4.jpg

    150910.jpg

    Added markings to the textures to find out which thing was pointing where for things like the dirt and smoke

    150914-5.jpg

    150916-2.jpg

    150917.jpg

    150918.jpg

  14. Increased the detail of the shoulder plate. According to the movies, those things are thrusters that it uses to manoeuvre when in Battroid and Gerwalk mode.

    150721.jpg

    150721-2.jpg
    Intake fans modelled

    150721-3.jpg

    Arm mechanisms folded in when in plane mode

    150721-5.jpg

    Flap and aileron connections

    150721-6.jpg

    Realized the exhaust could be a lot more detailed, so re-doing it.

    150721-7.jpg

    150721-8.jpg

    150721-9.jpg

    150721-10.jpg

    150721-11.jpg

    150722_2.jpg

    Exhausts remodelled

    Pistons and mechanisms for the feet, based on the Master File

    150723.jpg

    150725.jpg

    150725-2.jpg

    150725-4.jpg

    150725-5.jpg

    150726.jpg

    What a mess!


    Old version vs new updated model. Notice the pelvis plate changed to be closer to the Arcadia model while still make sense mechanically.

    150726-11.jpg

    150726-12.jpg

  15. You might be better working from a different reference instead of the older Yamato YF-19 or the model up above, but the YF-19 is a giant pile of animation magic in the way it transforms, so you may wind up with mesh collisions no matter how you do it.

    Both the newer Arcadia YF-19 and Bandai VF-19 Advance have newer attempts at the transformation that work a bit better, but still have compromises for reality. The Arcadia has an indent in the side of the leg to accommodate the arms, while the Bandai has a set of folding panels that collapse into the leg in fighter, and cover the gap for the arm when you extend the feet.

    Thanks! Yeah I had to do a lot of compromise in all the versions because even though my first reference model was the Arcadia VF-19 and then later on, the VF-19ADVANCE, the proportions were still off with my modelling of the plane which was done after the Hasegawa scale model, so the head is a lot smaller, it has a ginormous chest and the hidden parts need to be slimmer to fit and not intersect. Also there's way too much artistic licensing because many things are not detailed enough in the movies to know what are they for.

    Yeah! Anime magic is huge in this series. Part of myself hates it, but I still have to acknowledge how much Kawamori thought of, even small stupid details that make sense from the flight designer and engineering point of view.

    I should try changing the title to "Blender 3d", I wonder if I can still do that... I also find a lot of images of blenders when I google around for tutorials...

  16. Adding a navigation light

    150709.jpg

    150710.jpg

    Folded configuration for Battroid with no intersections

    A mechanism to hide the gap between the fuselage and the back of the Battroid that opens and closes

    150716-2.jpg

    150716.jpg

    150719.jpg

    Added details to the head piece

    150719-2.jpg

    150719-3.jpg

    150719-4.jpg

    150719-6.jpg

    150719-5.jpg

    150720.jpg

    Wing spoiler connections

  17. Created control shapes for the things that can be animated.

    150617.jpg

    150619.jpg

    150621.jpg

    The transformation slider is inspired in the original VF-1 control

    vf-1-battroidcontrols.gif

    150623-3.jpg

    Playing around with posing the Battroid

    150629.jpg

    Wheel rig completed, now the wheels rotate following the ground for closeup shots of taxiing

    150702.jpg

    Figuring out the internal mechanisms for the transformation

    150706.jpg

    Internal mechanisms for the pelvis

    150706-2.jpg

    150707.jpg

    150708.jpg

  18. Figured out little things like the way the legs fit with the arms in plane mode, there's a hinge or some sort of door there, that I made into a separate mechanism that opens and closes but sticks out in the plane configuration. Bummer

    yf1948.jpg

    150611.jpg

    150612-2.jpg

    More bones

    150613-2.jpg

    So many bones I had to start assigning colours

    150613.jpg

    Then my plane passed through a psychedelic period. This was to test how the panels intersected with each other during the transformation, and ensuring there were no awful penetrations happening.

    150614-2.jpg

    150614-3.jpg

    150614-5.jpg

    150614-4.jpg

  19. Amazing work! If I can be of any help with reference, let me know. I can get you some larger and better versions of most of the line art I have on my site, if need be.

    Thank you!!! Will be happy to ask!

    So taking the toy as a reference, I tried moving the different pieces to fit into the Battroid mode. A better shape, but this breaks my head, the proportions look wrong. Even though they are correct in the plane.

    4839391786_85193a3ccc_b.jpg

    150531-3.jpg

    150531-5.jpg

    150602-5.jpg

    Adding the covers for the neck piece

    150602.jpg

    150602-3.jpg

    150605-3.jpg

    Big boobs

    150605-2.jpg

    150605-4.jpg

    150607.jpg

    Gerwalk transformation

    150609.jpg

    More bones added

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