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Sakura Shinguji

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Posts posted by Sakura Shinguji

  1. :/ I really hope that the pre-orders come up again. Possibly a downer topic, but what is the likelihood that this valkyrie will get a 'Renewal' version?

  2. You know it is always hard replying your posts. I am not sure who you are addressing actually. So I will say something that is currently on my mind, do not know why though: "

    !"

    VF-25/27 - up to you, though I am not a big fan of MF. I think you are already having enough of work managing Macross Plus aircrafts.

    I thought that it is proper to quote and reply on the following paragraph. In this case, I am replying to you! On the previous post, half of that was replying to akt_m. And yes, Semin, you are right in that I am always busy!!

  3. Sorry for the mistake, it is just that from this picture:

    http://img709.images...us/f/alleq.jpg/

    seemed that had the same mistake i made at the cannards.

    Can't really see well from this distance.

    I was just going to offer the other model i did, but since there is no need, ok.

    Actually, you are right akt_m; Semin did used your model on the picture. This is what my VF-11 looks like. I really love the curves on my VF-11. Since I now own the 1/60 Yamato model, I do hope to incorporate all of the fancy details. I really need to do plenty of work... :/

    rvlwdk.jpg

    I seriously need to retouch and add more details. The following is for fun only... <3 All that VF Type Plus! (Needs the VF-11 X_X;;)

    2hq6is0.jpg

    dr8h8x.jpg

    As for the VF-25 or VF-27, I do not mind modeling that since there are plenty of information. I simply feel that the game engine needs to be worked on more-so before adding more planes in the mix!

  4. Personally, I own all of the Macross Plus planes and I am quite happy with them all.

    YF-19 version 1 + Fast Pack = Quite nice, crooked gun pod does not annoy me anymore. The hips feel loose but otherwise still great~!

    YF-21 = Quite solid.

    VF-11b = Very solid, but I do not quite like the ejection mechanism much since sometimes the escape pod wobbles around for me. I also still think that the fighter mode looks weird when compared to the line art. I do love all of the locking mechanisms on there.

    I feel that the models in general has gotten better and better as time progresses, so the best is yet to come. Unfortunately, I only favor the Macross Plus universe but still, don't let concerns of quality control stop you from buying them. I believe that there was a japanese import toy store that offered to send your broken part for replacements too.

  5. To SchizophrenicMC: I know that the textures need work, but I am afraid that my skills are not enough to push the level further. I will constantly add details as time goes by in hopes that I improve at a later time. I can at least say that I have never worked on my valkyries whenever I am in a bad mood. I want to make the models so that whenever anyone has an engine, my favorite fighters would be available instantly. If the wait does become unbearable, I will make my own engine.

    To Ganbare: That is a good question! I guess that the answer is that you do not need so many polygons to make an object look nice. I like simple anyway! I do think that the curves of the valkyries are important to me so I did place some additional effort into those areas.

    post-5101-1246454117_thumb.png

    To VFTF1: ^_^ I can listen to most songs from Macross F on repeat forever; the only exception is Ranka's Aimo song. I was hoping that the Vajura can get immune to that song. >_< !!!

  6. I love to listen to Ranka's What about my Star while working... I also like my day when everything is going great~!!!

    YF-19 requires:

    -redo uv maps and texture so that the size is (1) 1024 x 1024 (she is 2048 x 2048 for now)

    -reduce more polygons (she is 7962 triangles for now)

    -finalize cuts for brakes and flaps and rig them

    YF-21 requires:

    -more panel lines on the texture (size is 1024 x 1024 for now)

    -do something about the gunpods since they are rigged as part of the shield flaps

    -seems okay on the polygon count (she is 6573 triangles for now)

    -cut up the model for flaps and brakes and rig them

    Eventually, I will have to do something to make the texture look much more realistic. For now, I am just happy. ^_~

    post-5101-1246399201_thumb.png

  7. To Chronocidal: You need to spend more time thinking about the controls!! Some day, some valkyrie simulator will be modded or created and will be in need of this. I love overly complicated control schemes anyway. Virtual On just feels so natural once you get used to the twin sticks. I just feel that if the player has full control over the machine, the player will feel more connected to the game because it adds to the realism.

    I do not want this to be like Tekken where any five year old kid can just jump on and win by button mashing. I do not like how most animes nowadays feature some kid with no prior experience becomes a hot shot than those with dedication, passion and experience. Mastering the controls should require all of the three- dedication, passion and experience. ^_~ I think so anyway.

  8. So far, I like YSFlight's idea for control schemes.

    -Nozzle Up/Down which can make the legs(only) of the fighter move

    -Bomb Door Open which makes the arms(only) change from fixed to free move

    -Two sticks are used; one for movement while the other for gun controls

    -Rudder for moving side to side on any mode

    -Flaps, Brake, Spoiler, and Landing Gears work for Fighter mode only

    -Throttle Up/Down is self explanatory on fighter mode, but if the legs are pointed down, the throttle also determines altitude; 25% thrust with no after burners is hover

    Unfortunately, there is no real good reason to change to any of the modes other than difference of speed and free/fixed gun.

    Oh yeah, someone asked me for permission to use my YF-19 for Starshatter. After sending him the texture and mesh, he gave me back a video. Sadly, after emailing him like four times requesting any more details of the mod, the person never talked to me again...

    post-5101-1245128463_thumb.jpg

    Lastly, shameless showoff~ The YF-21 is so beautiful~!! Texture is surprisingly not done but the UV map is much friendly than the YF-19's when it comes to crazy paint schemes. I may want to rework on the YF-19 later on.

    post-5101-1245128819_thumb.jpg

  9. I have seen your name come up a lot on Transformers related sites. If that is the same you, then it is very nice to meet you~!! Unfortunately I do not know what wallpaper you are talking about. X_X; Oh, if you are not the Blitzwing I am thinking of, then, it is still nice to meet you~!

  10. :( So basically, even if someone were to mod FreeSpace2, the effort required is almost similar to making a game engine due to controls and physics. Out of curiosity, what is 0g physics and target padlock feature? Lastly, how can one even make a control scheme that is suitable for a valkyrie? Thanks~!!!

    [edit] Mmm.. Target padlock seems to be the same as target lock but the target does not need to be visible from your cockpit. It seems to be an indicator that tells where your opponent is.

    I always thought that the amount of G's you receive on an airplane determines whether or not you black out or see red. So is 0g physics where the player does not receive blackouts?

  11. I happened to have a YF-21 with a texture size of 1024 x 1024. I am still not finished with the final look of the texture. Also, do not mind the lovely left wing. I was planning for a future paint for her.

    post-5101-1243433859_thumb.jpg

    post-5101-1243433863_thumb.jpg

    The YF-19, being the first of the two planes modeled, I realized much later that I can further optimize the model and UV map, but she seems okay. Her texture size is 2048 x 2048 which is way too big.

    post-5101-1243433868_thumb.jpg

    If you think that they are okay for the mod, then by all means, leave me a message. Practice makes perfect~! ^_^;

  12. @_@ Whoa... SeminNV, I cannot believe that you modeled the joints and hinges! Honestly, I really do not know if anyone will even notice that in a video game setting. I hope that 10k-20k polygons per object is a good idea. Do not forget that you wanted to use bump mapping and all sorts of shaders. That, the number of objects on-screen, game logic, and physics (and maybe network code in some future?) all influence the frames per second.

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