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Aurel Tristen

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Everything posted by Aurel Tristen

  1. I see where you are coming from. But I'm not talking a FSX or X-plane quality realistic flight model that takes into account altitude, air temperature and the alignment of the planets for flawless air-model re-creation, just some basic Newtonian logic, and lift centric flight. It also makes a lot more sense if the mech modes (Battroids) are a bigger focus. I've seen a lot of mods for games that give you a VF-1 looking jet, but I've yet to see any that let you land in Battroid and walk around. This may have already been asked, but are there plans for interior cockpit views later on? THATs something I'm really interested in. Oh, and Dan Bickell, That cockpit looks mind-blowingly amazing! It would be awesome if you posted a separate threat to keep us posted on your progress!
  2. Not that I am in any position to complain, I'm 100% for a Macross game of any kind that is in English and not 20 years old, or super-arcade-ish, but you REALLY need to work (or have someone work) on the flight model. Screw graphics, make the bird fly first, then make it look nice. What is currently implemented scarcely even resembles flying. Again, I'm all for the project, and would even be interested in helping later on when the engine is in place, but right now it doesn't look like any kind of fun to fly.
  3. L O L, nice one. Way to be on the ball with the random internet image memes. Nah, no competition. None of these CGI projects are for profit for starters. I don't know about you, but if there were three free CGI fan films released, I'd watch all three. Also, I've seen allot of GCI projects come and go. Most die off eventually. Sadly for us involved in Aria, Chillyche hit his head a few years back and forgot how to quit, so it looks like Aria is coming be there hell or high water. Just FYI SeminNV, While it may be a 'modified' design, as long as it has the word Macross in the title, or resembles Macross or Robotech, it cannot be sold. Now days its so bad that if a reasonable person can observe a resemblance to copyrighted material, its done for. You'll notice that Aria is not only blatantly labeled a FAN production, but it avoids any material owned by Harmony Gold. HG is insane, and they'd sue a bum for whistling the Robotech theme song in-front of more than two people.
  4. If anyone has the file, get it to me and I'll upload it on my website. I've had about 30 minutes of down time in the last 5 years I've owned it, so the link wont go dead. I'm still looking for a VF with a cockpit. Someone named ghost made a VERY nice VF-1S for ARMA (Go to youtube and search ARMA VF-1S), WITH a cockpit. If only that kind of thing were going on with FSX. I really wish I still had my YF19 from FS2000. Had working textures and all that, based off of some awesome free F-14s that had all the fancy effects and such. I had just started work on the cockpit.
  5. I totally forgot about this for ages, but yesterday I came back through my schismatics file and re-discovered it. I put this thing together rather quickly. My idea here is that this thing won't be on screen for long in my use, nor will it be very close to the screen, so its very simple. The images I've included have the main body using NRUMS, but the low poly cage is still intact. I'll PM you the file.
  6. Amazing beyond words.... again. I've gotta know, what's your poly count up to now? I'm thinking that the sharp thing sticking out of the front of the reflex cannon has more polygons than my whole SDF-1! How can you work with it at that level of resolution? Just keep everything hidden that you're not working on?
  7. Back in the day, I was one of the voices on Gameshout radio. I can tell you that you don't need any milti-talk capabilities. You just need to set it up to use your "What you hear" or "Stereo Mix" as your output to the server. Then you host a ventrilo server, as admin you can make a 'on air' room. Works best with a second computer. First one is in the room transmitting anything it hears, and it should not be moved. You use the second computer to join, and speak. You'll be able to have as many people in at once as you wish. Set up a chatroom in IRC to get feedback from the listeners. Too easy
  8. I need to make one of these anyway. If you post up some more concept art / references, I'll be more than glad to hand over the max file (version 9) with the textures. Here are the last two Macross Vehicles I've done. Mind you the Rea was done without very good ref art: http://animenanashi.deviantart.com/art/Que...rea-1-149084288 http://animenanashi.deviantart.com/art/Roi...e-Pod-145574973
  9. Its still a bad ass picture though. How long did it take to render? If I get a video of some city scenery in HD, can you do a machmove? If you can machmove, I can composite. Would be a riot to mess with the guys in the Robotech.com forum
  10. Oh, that reminds me, I guess the live action Robotech movie is farther along than they have said. Found this leaked screencap from one of the scenes. Looks like Michel Bay's work! Seriously though, fantastic work! My only issue with it is the scale dosn't look correct. I was under the impression the Regult was many times larger than the Valkyries.
  11. I've been talking with the guy who made it for a while (found it a year or so back if I remember correctly). I asked if he would port it to ArmA2 (the only ARMA that works on Vista for me) and he said no, because if anything he would do a YF-19
  12. Aye, that be a nice model ya got there and all, but its short about 49,000 polys. CG modeling and game modeling are coming closer together every day, but they are still very far apart... kinda like galaxies. In order for the model to look correct, the majority of its details must come from the mesh its self, not the textures, as is tradition in game modeling. Rounded surfaces must be fleshed out with actual polygons, and cannot be faked.
  13. I am in no way an expert on autonomy, but this is what I did in PS in a few seconds. All I have done to your model is realized the waste and below, and the head. I've also put your Rei image next to the render. If you draw horizontal lines fro the major parts of the body, you can get an idea of how your proportions match the image. Before I even made this, I held my hand infront of the screen covering the top section of your rendered body. The figure looks rather accurate like this. I then covered the top from my view and looked at the lower half. It also looks close to correct. You just need to scale the two to match each other properly, and then re size the head until it looks correct. Drawing human figures, and modeling them go hand in hand. This might help. Search around too, there are MANY good tutorials on dA. EDIT: Here is another good Autonomy tutorial using the heads rule, a very good concept to utilize that doesn't require using a reference. http://www.farlowstudios.com/content/view/60/56/1/0/
  14. Having a skilled texture artist who can UV map as well would do wonders to speed things up!
  15. yeah, yikes O_O If all these posts had been on subject, I'd have felt popular
  16. I've been spending more time on my SDF-1 as usual, starting on the bridge. But I've still managed to make some progress with the EDF-1. You'll notice that one of the 'towers' is taller than the other on the transformed EDF-1. It ends up way to tall as it is, so I'm working on ways to reduce the tower height. I haven't moved the changes over to the other side yet. I've also just started on the bridge. It needs a whole lot more details, but its better then having the thing headless.
  17. Daaaaamn, looks great to me! Very smooth and shiny. Are you planning on it being transformation ready?
  18. Thats what I figured. Are there any close-up shots of these openings that I could use to add more detail? I'm unsure of the internal structure, and don't really want to fly blind.
  19. I'm not sure what all the black squares on the side are actually supposed to be, so they are part of the texture. I figure they are openings of some kind, but their positioning seems to be almost random, and they are always drawn as fullblack, so I'm not sure.
  20. I know what it looks like, "oops, no one likes that size, I'll change it." but I assure you it was a stupid mistake on my part, switching those two up again. I'm not afrade to go there, I as the Alexia proves, but just not with that design. I'm thinking that poly count on my SDF-1 has to be wrong somehow. I've got the insides of the barrels modeld, as well as other unessisary but fun details such as the bridge structure (within the glass section) Update: I've continued to stay off my ass and acutally UVW mapped my ARMD (movie ver) model, ambient occlusion baked in. The thing is a memory beast though, with 3 1024x1204 and 1 512 maps, not including bump maps. I'm rendering a new animated sequence testing the transformation with the ARMDs, and changes to the bridge. I've also shifted the timing on some of the sections to make the transformation more... interesting. About the 'Macross Cannon,' If I still had my Zentradi (I spell it weird) flagship model, I'd give it a shot, as it wouldn't be a whole lot of work. I find organic meshes like the Zentradi ships to be really difficult.
  21. I find it really hard to believe this thing is ONLY 39,518 faces. I'm using polygons in many places where a texture map would due just fine (mostly because I hate mapping and texturing more than anything) I did fix the bridge issue though, but it leans further away from cannon. Instead of that oversized hellipad that sat between the bridge sections, I now have the mechanics necessary to allow the two sections to be seperate in cruse mode, together in attack mode, and not magically transform in between. As you can see in some of the pictures, I've finally got off my lazy ass and modeled the ARMD (movie version) as seen attached to the Macross. This takes my model even further out of cannon, as I have a TV SDF-1 with movie arms, and movie main thrusters (instead of the rectangular TV ones). Why not just do the whole thing as the TV version? I think the towers look WAY cooler in the TV version. Still a lot of detail missing from the bridge, I know. That whole chunk that sticks up in back behind the sensor tower is missing, along with a lot of other junk. PRE-REBUILDYou'll note I lost some of the detail in the main body from this version. POST-REBUILD
  22. Well, I allowed myself to become distracted again, and started hacking away at that SDF-1. Got it to transform, and its the best result yet. Both modes resemble something like the Macross, though I'm having issues with some discrepencies that I'm sure are due to animation. The towers are tapered from the top view in 'Cruse' mode, but squared off when transformed. These two 'vents' appear from nowhere on the hips after transformation, and the sholders are a mess. I can't work out how they could be flush in both modes mechanically. No matter how I work it, there is space between the two 'plates' (front and back). There is also no way to make the 'neck' section fit sungly in both modes. Otherwise, I'm rather pleased. I just need to make new ships, and I'm still torn, as some of this model takes from the 'refit' version, and some from the TV version. I cant decide if I should give the TV ships another go or just go with the refit version. Pictures are linked because they are too high res for the post: Attack mode Cruse mode
  23. Here's the kicker. PE and SE are the exact same thing, but only SE 'can be used to develop commercial products' or some BS. I got the PE. If they can somehow tell that I used it to make commercial products, I'll be impressed. Thanks. Yeah, I think thats the only way I was able to convince myself to work on it. Otherwise, I spend way too much time re-doing work on my SDF-1. I don't know if I've told my sad story, but I had my SDF-1 all decked out, all turrets re-modeled, problems fixed, bridge re-built before my hard drive suffered a bad case of Iraq and died. I've been working with a old backup version trying to get it back up to speed, and I think its reach the point were it surpasses the original. I don't yet have the heart to start re-building my VF-1 from a 3 year old backup.
  24. Ok this is getting weird. I need to request a name change. On subject: This mod looks amazing. Now if only I could find this kind of support for the Source Engine mod I've been trying to start up for years.
  25. Thanks. I just received the SpaceNavigator I ordered yesterday (gotta love 1 day mail) and its really cutting down the workload. I'd HIGHLY recommend this thing to any 3D artist looking to save some time. I'll create a flythrough of the current model with it as soon as I have enough new geometry to show. Until then, I've also got a demonstration of it functioning in 3D studio max up on youtube
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