Jump to content

vicviper

Members
  • Posts

    32
  • Joined

  • Last visited

Posts posted by vicviper

  1. Hi!, long time no post in the forums... been busy with real life and other projects...

    Here's some nice stuff I found while surfing the net... enjoy.

    These pics are drawings of Pinky figures with macross dresses... I would love to see them released...

    post-5-1096193838_thumb.jpg

  2. Hi, I'm working in a sort of flight simulator a la "ace combat", but I'm having some troubles making the planes easy to pilot and still look minimally realistic.

    Since I've noticed here there's a lot of people that has lots of knowledge about real airplanes, I thought this would be a good place to ask...

    talking about modern fighters (none in particular, all averages)

    which is the usual speed at which fighters usually fly, in a CLOSE dogfight?

    when over Mach 1, it is easy for a fighter to change direction easily? or it must do it very very slowly, almost in a stright line?

    when a fighter is flying in a straight line, lets say at 800km/h , and suddenly does a hard change of direction, like 90 degrees, how much percentage of speed loses?

    below mach 1, fighters can change direction at the same pace, regardless the speed they fly?, or the faster it flies, it is harder to change direction?.

    that's all, hope someone can answer this

  3. This valk is half modeled, half textured, but it is already 1500 polys... and it's not being rendered alone.

    Also, rendering at 60fps is not easy :p

    post-5-1084489803_thumb.jpg

  4. thats a shot of one of the little projects I've been working lately.

    it's in a very early development, and developed at snail speed.

    if someone wants to help, bring me your 3d models! :p

    post-5-1084394106_thumb.jpg

  5. I hope this set of pics will help 3d artists begin looking at the VF zero...

    I will be posting more images in the next days, because I don't want to hammer Shawn's server too much.

    Btw, I tried to scan the images to be "Axis Aligned", so they can be used as a background in 3d editor layouts.

    Pd. if someone wants to outline these images, in order to use it in color scheme pics, please, don't change the image size!

    regards!

    post-5-1078779237_thumb.gif

  6. Only for space? Then why the airplane based design? Those wings and tail fins are a complete waste.

    that's the point... the VF2ss has a very atmospheric design...

    I'm beginning to think that the only weaponry without SAP is the head mounted cannons... or maybe a different SAP version for atmospheric flight we have never seen (could it be fan to try to design one)

    thanks all for the info

  7. when in atmospheric flight (no fast pack), were are placed the gunpods of the VF2SS ?

    how works the mechanism that moves the legs pivot from fighter to gerwalk to robot? more magic swing bars?

    I remember there were some sites arround with info about the 2ss ... any links?

    tnx!

  8. Who licensed this dubbed version? It´s the english credits version

    there are at least TWO official DYRL editions dubbed in spanish:

    One done in 1988 in Spain, direct for video, by the currently deceased Chiqui Video Publishing, uncensored and with very good subbing. This one was released only for VHS rental, and it is totally unavailiable now

    DYRL was also broadcasted two years ago in the pay per view channel "Locomotion" (a cartoons channel), at the time DYRL was broadcasted, Locomotion channel was availiable in Spain, Mexico, and I think some other countries in South America. I had the channel at the time, and I can confirm DYRL was broadcasted no less than 5 times, but with annoying tv spot cuts every 15 minutes. also, the edition of Locomotion channel includes the new DYRL flashback ending concert.

    I don't know if this version is availiable in south america in DVD format... here in Spain certainly it is not. Also, as far as I know, the owners of Locomotion Channel have the central in Miami, so there's a chance some in the area could be able to catch it.

    This recent edition of dyrl is totally unrelated to the first one done in 1988, but both have good dubbings and are totally uncensored. (I'm amazed to see how much controversy has created Janet Jackson in that superbowl thing just by showing a tit, and we spaniards are used to see them every now and then in cartoon channels without anybody arguing! :D )

  9. my half textured vf2ss

    Man that is looking sweet...I live the design of the VF-2SS. One question: Is this model intended for a flight sim mod? It looks to be fairly low poly, but captures the look of the mecha quite well.

    Looking forward to seeing this finished.

    yes, I do all my models with low polygon count so they can be used in flight sims eventually.

  10. Here's an update on my VF2SS , modeling it's not finished and it can't transform yet, but I wanted to see how it could look with texturing, so I began with the textures.

    Also, since there's so much people doing VF1s, I decided to drop mine and focus on the 2SS .... I think doing yet another VF1 is pretty redundant.

    Just hope some of you will lend me your VF1s models in the future, when they'll be needed for a little project...

    and sorry for not being able to post more often, real life is taking all my time.

    regards!

  11. Could i get some C&C from you guys on my model so far. I've been working on the model for the last few weeks, still a few moreparts to finish and remodel.

    your model looks pretty good, just seen a flaw: you have done the nose as cylindric, it is not. I suggest you to try to find a front view of a valkyrie and see the shape of the nose, it will give you ideas

  12. Here it is Dok, as anticipated the fat battroid legs really push the width out, the arms weren't too bad, it was mainly the shoulder armour that was bulked up. The fit between the chest and back sections was poor, the back being much flatter then the chest, leading to a mismatch. Considering that the model was never intended to transform it looks a lot better in fighter mode than I had expected.

    mechmaster: you can move the legs to its initial position, since these are 3d models and not toys, there's not problem if the legs and arms overlap in fighter mode... this is what I'm planning to do to improve my valk in robot mode.

    Also, this is what they do in psx VFX1, so it is somewhat an "official" method

    V

  13. btw brianw76 , I've just seen your Macross CG Project web... it's cool!!

    and just a little bit of info, I've seen you have a list of members with the 3d modeling program they use...

    I don't use any known 3D modeling program, I mean, I have some knowledge of 3DSMax, but my valks have been modeled in a custom 3d editor I am programming, but I think it could be ok if you put me as "3dsmax" user

  14. Anyway, I don't expect to work on my models for some time, I'm helluva busy in real life... the only thing that could let me finish the models is if someone is kind enough to send me their textures, and see if they can fit in my models...

    I'll let you use my textures. Since both of our models are based on the hasegawa model, they should fit no problem. What VF-1A scheme would you like? It might take me a few weeks to get them to you though, i'm still making them.

    Brianw76%20-%20VF-1J.jpg

    If you agree to send them to me, I would preffer the plain textures without any scheme

    Don't worry if you haven't finished them, actually, I think I could help you finish your textures, I have some skills with photoshop too, so both could benefit from the same textures

  15. this is my old VF1 , it's exact to the hasegawa schematics, so it looks cool in fighter, but ugly in robot, I expect to do another version with rescaled parts so it can look better in robot, and as most of my models, I try to keep my poly count as low as possible so it can be used in realtime rendering projects eventually

    post-5-1067203864_thumb.jpg

×
×
  • Create New...