Jump to content

chillyche

Members
  • Posts

    798
  • Joined

  • Last visited

Posts posted by chillyche

  1. I was thinking about something like that but the more I thought about it, the more I realized we had already had a race of mysterious, seemingly-mindless implacable aliens in the Vajra, so I nixed that. No, I've decided that the main villains of Macross Delta are going to be....... wait for it...... humans.

    There you go. That's the goods.

  2. There's a game called Falcon Gunner for the iPhone (probably also android) that uses the phone's accellerometer to gauge where you're facing/tilting, etc. It basically is used to allow you to swivel around in your chair, like the gunnery turrets in the Millennium Falcon and say things out loud like, "Great shot! Don't get cocky, kid." I can imagine a macross game that used the motion sensor attributes of the phone in a similar way. I always feel like the action in macross is fast and furious and three dimensional, and this could really be a great way to capture that sense of 360 degree insanity.

  3. As for the sounds, I think Hik has done a pretty amazing job culling sfx from every source he can get his hands on. We're hearing sounds from the film itself, sounds from various Macross videogames, other entries in the series, the TV show, and from beyond. The coup de grace would be if he could get his hands on the actual sfx library used in the original show, or get a "split track" version -- in broadcast, we often create a final mix, and a split track mix. The split track will have channels isolated, so that 1 is voice/dialog, 2 is sfx, and 3/4 are music. Unfortunately, without working in broadcast or a production facility that has access to original recordings, that's not a possibility. So, for fans, we just have to cut, paste, scrounge, isolate, hope, beg, and otherwise put stuff together however we can.

    The other problem with doing fan-work is that you can't make any money on it, and therefore you can't improve your facilities. Lucky for me, I do this junk professionally, too, so I'm always improving my gear anyway, fan-work or no fan-work. But for Hik, well, I'd love to see him get a burly new computer, some pro audio software, and few sfx libraries -- imagine what he could do then? But until we figure out a way to not get sued for fan-work, or start branching out into the shaky, expensive world of original programming, then it seems less likely to happen.

  4. Heh, Macross Aria includes the SDFN-03 Mikimoto. I took the clue that SDFNs were largely named after admirals and generals. Strangely, I assumed the Hayase was named for Misa's father, rather than for Misa. I suppose either could be true, since by 2012 Misa is an admiral herself, and known as a war hero. Anyway, obviously the reference for the ship's name is something of a wink and a thank you, rather than based on a pre-existing character.

    Read a story that includes the Mikimoto here.

  5. Yeah, I got your PM, this thing is incredible. I just JUST finished this months long thing I'd been on. They actually were going to have us come in today, but MTV didn't want the liability of asking people to work in a potential hurricane. So, day off. I hope to get back to CGI stuff in the coming week. And I'd love to holler at this artist, because wow.

  6. I feel like I saw a bunch of WWII Valk designs a while ago. Like, a LONG while ago, but a few google searches came up blank. Interesting. I think this would a really fun alternate kinda thing. Like those Steam Engine Transformers designs which I actually dug.

  7. Okay, since Zinjo started getting into lighting details... that VF's shadow does not match the light direction of the background plate. It looks, from the shadows on the plate, like the sun is just almost directly overhead, but slightly behind the VF. The shadow should be very short, cast in front and very slightly to camera-right (VF's left).

    Nice except the explosions in the background are too dark.

    Fire is bright no matter how far away it is. To create distance, just blur it...

  8. I think one of the challenges of Macross fan fiction is that there's an established set of rules in the Macross universe, and everybody has to decide which ones to keep and which ones to toss. For instance, a lot of the military structure in Macross is somewhat baffling, they never call out FOX anything when launching missiles, they tend to speak in plain language, their rank structure is unexpectedly terrestrial, etc. So, when writing fan fiction, we get to decide, what will make it feel more "authentic" in our world and what will make it feel more "authentic" in Macross world. How closely do we adhere to canon, how much can we invent? How do we reconcile DYRL with SDF:M with M:1st? Ultimately, it's up to each author what they include.

    I personally tried to add a little more real life stuff into Macross Aria. Enemy targets are bandits, the deck crew references SATOPS, and all pilots are cleared hot at some point. I also went back and forth on the ranks about a thousand times. It's a Space Navy, so, Naval ranks? Flight ranks? Or Macross Army ranks? Everybody has their own opinion. Luckily, I think the only rank that is consistently mentioned in voice actor dialog is "lieutenant" which is suitably vague, should I decide to change some things up. But, once all is said and done, I was going for the fun and thrill of a Macross entry, and not hard military fiction, so, the characters often refer to each other by first name over their radios, versus call signs or other descriptors which may be more appropriate. And some of the military lingo is obtuse in such a way that it's not immediately obvious by context what it means, and therefore might cause somebody with less familiarity to miss a story beat. So, my personal choice was to make the story accessible. That said, I enjoy stuff that is done with a far greater degree of realism than what I've done. Another classic example is that those GU-11 Gunpods don't actually hold very much ammo. Yet, people will LAY ON THAT TRIGGER in the course of various Macross episodes without running out of ammo unless it's a dramatic choice. In order to maintain a level of excitement, sometimes you have to fudge reality. Again, it's all choices.

    Look forward to seeing what everybody is working on...

  9. Is it just software, or hardware?

    Not even sure at this point. A bunch of stuff all happened at once. The thing started acting very wonky, which could have been a software issue, or a hardware issue. Then I decided to look for new drivers for stuff, and saw my video and BIOS were hopelessly out of date, so, for some reason I updated all that. So now I'm trying to deduce if THAT messed it up more, or if it's already messed up beyond that.

  10. I love macross related in-universe posters and stuff. Obviously, we created a bunch of straight advertising for Mercury's Word. I might post a li'l something something in this thread at some point, too.

    (Starscream: I dig the idea of the world you're setting up. I like that humanity and zentraedi had to pull together for survival following SW1, but old prejudices and fears and differences can die hard, so it may be easy to exploit the cultural/racial memory of the two races for political means. There's a sub-sub-sub plot to the events in Macross Aria that delve into some of this)

  11. Great gatherings of new sounds and a lot of learning on how the sound mixers did episodes. My peeve in mixing is I add a lot for detail where I really don't need too as I re-watch these episodes without the voice overs. So I'm cutting some added bits I did to the movie or made things to details.

    Crazy. Different amounts of detail in different projects. On a feature film, there are often a bazillion layers of sounds, with those sounds themselves being made up of a frak ton of sounds. But for episodics, there's obviously a lot less. In my opinion, it also depends on the animation. Productions with more static animation, or lower quality art need better sound design to keep them from feeling flat. But if things look good, and are in motion, and there's good music, then you can back off of the sound a little.

    It's all about the delicate balance.

  12. Yeah, like Hik said, we've got our main cast designed -- that was a big hold up in production, our concept art. Outside commitments lead to a string of bad luck with our first few artists, but Cannon_Fodder really nailed it, bringing the characters to life, fleshing them out, helping to push the world of Aria further. The other big development, which happened last fall, was we launched the first edition of Mercury's Word, our in-universe publication. We've got a lot more planned for that outlet, which essentially will bring viewers up to date on the happenings of the Macross universe right before the events portrayed in Aria. It's sort of a prequel/backstory kinda thing.

    I've been splitting my free time between my music video and Aria, so I've been going more slowly recently, but also because free time has been a bit scarce. Once I reboot the Alex model, the thing that would really help would be to get another modeler on-board who can do characters or at least consult.

  13. How is this project coming, last time I contributed anything, don't know if it was of use, was almost two years ago I believe. It's been a long time since I peeked around the boards here until a few weeks ago to look up toy releases and not long after the earthquake to find out info besides the mass hysteria the media seemed to be cashing in on.

    We're still alive. I think a lot of us have been caught up in real life stuff for a bit, so progress definitely slowed in March, after some pretty exciting months. If you check out the ning site, we've got a lot of cool images and WIPs going on. But, it's still in the getting built phase.

  14. Thanks, man. I'm pretty proud of how those came out. If I could just muster the dedication to throw some wrinkles and details on that suit, that'd be finished. Anyway, right now I'm rebooting the female body base mesh. Checked out your gallery. There's some cool stuff in there. I've only messed around with poser a few times, so I'm not really sure what the workflow is.

    Besides modelers, we're still looking for texture artists, concept artists, storyboard artists, as well as some web folks (I put all the eggs into the Mercury's Word website basket, and have been ignoring the macrossaria.com site), and some additional writers for Mercury's Word content.

  15. Okay, after a long hiatus of real life stuff, I'm back, and I'm back in 3ds max. I'm doing the 9-5 thing until August (well, 10-7 really, with that stupid 45 minute commute on either end), so it won't be the crazy hours of on-the-set life, but more like a normal working stiff. In addition, my girlfriend is out of town all summer, which means I'm gonna have to do something with my free time, and why not freaking get back to work on this thing.

    Aztek and Doc G and Rod and Dan and DatterBoy have been posting again, and these guys are like the heroes of Macross Modeling to me (all we need is JayLew to show up), so I'm inspired to get back on my game.

    The goal is to revise our protagonist, Alex Yokohama in the next few days, and present her, alongside her beau, Rafe Townsend.

    Meanwhile, I'd like to make another recruitment request. The Macross Aria team is awesome, but from time to time one of us falls off the map to move, get a new job, get married, get deployed, get our stuff stolen, you name it... so I welcome fresh talent, fresh faces, and people with varying skill sets. Come on over and join the party!

×
×
  • Create New...