chillyche Posted May 17, 2009 Author Posted May 17, 2009 QF3000 is almost done... Just need some texturing. Awesome, did I mention? Quote
chillyche Posted May 28, 2009 Author Posted May 28, 2009 We have several talented modelers and texture artists working on Aria, but I'm extending the offer to anybody who likes UV Mapping and Texturing to come aboard as a key texture artist. This will give our modelers more time to focus on pushing polys. Any takers? Chthonic are you out there? Quote
Aurel Tristen Posted May 28, 2009 Posted May 28, 2009 Having a skilled texture artist who can UV map as well would do wonders to speed things up! Quote
akt_m Posted May 28, 2009 Posted May 28, 2009 If nobody wants to do the texture for the QF-3000 i will do it myself, no problems about it. Do you guys have any sample on how i should do the textures for cellshaded models??? I will do the nos-gegureg... (don't know how to write it ) as soon as i can. Quote
chillyche Posted May 29, 2009 Author Posted May 29, 2009 If nobody wants to do the texture for the QF-3000 i will do it myself, no problems about it. Do you guys have any sample on how i should do the textures for cellshaded models??? I will do the nos-gegureg... (don't know how to write it ) as soon as i can. As soon as I get back to my desktop, I will send you an example of the textures I've been using for cel shading. Although, it's pretty simple: single flat color (the shader handles the highlight and shadow variations), and panel lines that aren't modeled in. The shader adds outlines to any obvious seams in the model, depending on angle, distance, etc. It also adds crashing to my renders sometimes... need more... memory... argh... 64-bit... OS... necessary... to unlock my RAM... Quote
akt_m Posted June 8, 2009 Posted June 8, 2009 (edited) just reporting progress. Zent-suit still in early stage, progressing v. slowly: Edited June 8, 2009 by akt_m Quote
chillyche Posted June 9, 2009 Author Posted June 9, 2009 just reporting progress. Zent-suit still in early stage, progressing v. slowly: Cool. Quote
Hikuro Posted June 12, 2009 Posted June 12, 2009 awesome possum yo. Dammit I wish i could play with that VF-25 of yours XD Quote
akt_m Posted June 14, 2009 Posted June 14, 2009 (edited) awesome possum yo. Dammit I wish i could play with that VF-25 of yours XD Look!! An airplane crash!!!! -silently goes away... This thing is really a pain in the ass to do... Far away from being done... I'm not saving poly, but so far only 4k. Please don't say: "oh noes, you did the DYRL unit, i wanted the TV series one!" -edit- "forgot emoticon" Edited June 14, 2009 by akt_m Quote
chillyche Posted June 14, 2009 Author Posted June 14, 2009 Look!! An airplane crash!!!! -silently goes away... This thing is really a pain in the ass to do... Far away from being done... I'm not saving poly, but so far only 4k. Please don't say: "oh noes, you did the DYRL unit, i wanted the TV series one!" DYRL all the way, man! Looks good so far. This unit will get some serious screen time, so you can really go nuts on the poly count. If it's under 150k when you're done, then that's good. Since there'll be a lot of them, maybe you can create a medium poly version? By saving a less detailed version before you're finished? I'm excited, there's been a lot of activity of late on this thing. Quote
chillyche Posted June 29, 2009 Author Posted June 29, 2009 Zentsuit. Left for someone to finish it Your renders are always sweet. I can have the same model on my computer, the same camera angle, but I haven't mastered the render. Quote
Jasonc Posted June 29, 2009 Posted June 29, 2009 That looks awesome. BTW, is the story all written out and done as well as the script, or is that still being hashed out? So far, this project has got some real promising aspects of it. How is the composer doing with the song? Any updates on that? Quote
Hikuro Posted July 2, 2009 Posted July 2, 2009 Scripts always going thru the rewrites but Yeah che did finish a pretty awesome script and I got all the mains to finish but now we're awaiting redoes for the cuts that didn't really make it. After that's done I'll start looking for extras. Quote
akt_m Posted July 7, 2009 Posted July 7, 2009 Your renders are always sweet. I can have the same model on my computer, the same camera angle, but I haven't mastered the render. Actually i use the automatic "physical sun and sky" creator with MR+FG. I don't know too how to use advanced rendering stuff. Quote
Chthonic Posted July 10, 2009 Posted July 10, 2009 We have several talented modelers and texture artists working on Aria, but I'm extending the offer to anybody who likes UV Mapping and Texturing to come aboard as a key texture artist. This will give our modelers more time to focus on pushing polys. Any takers? Chthonic are you out there? I'm here, but the quality you need is waaay beyond my skills- it looks awesome btw Quote
Chthonic Posted July 10, 2009 Posted July 10, 2009 Look!! An airplane crash!!!! -silently goes away... This thing is really a pain in the ass to do... Far away from being done... I'm not saving poly, but so far only 4k. Please don't say: "oh noes, you did the DYRL unit, i wanted the TV series one!" -edit- "forgot emoticon" you should have asked me- I have a completed model already Quote
Aurel Tristen Posted July 10, 2009 Posted July 10, 2009 you should have asked me- I have a completed model already 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. Quote
chillyche Posted July 10, 2009 Author Posted July 10, 2009 I'm here, but the quality you need is waaay beyond my skills- it looks awesome btw Well, how would you feel about handling textures for some of the models we've got other artists working on? Also, some of the low-poly models might be useful for distance shots. Quote
chillyche Posted July 16, 2009 Author Posted July 16, 2009 The transformable Hero VF-1B with Strike Pack is currently sitting at 175K polys. This includes the cockpit interior. I think I can get that number down quite a bit, actually, although, it will also jump back up when I arm this sucker. Frankly, the model isn't the most efficient in use of polys; there are some areas that are over-detailed, and others that are under-detailed. I don't know where I got that number. The VF-1B with cockpit is only 90K polys, and I can't imagine the strike pack DOUBLED that. I must have had secret junk in the scene that was messing up my count. So, for future reference, I still think we can jump up to 150k on hero models, but we should be prepared to have lowerpoly versions of everything as well. I think since we're using meshsmoothing, we can simply turn off meshsmooth for lp variations. Anybody know a render script for 3ds Max that controls meshsmoothing based on distance from camera? Because that would be effin' awesome. Quote
chillyche Posted July 16, 2009 Author Posted July 16, 2009 you should have asked me- I have a completed model already Chthonic, do you have any other lower-poly models? Quote
chillyche Posted July 17, 2009 Author Posted July 17, 2009 I would just like to mention that in addition to our awesome modeling team, we are also looking for people to create simpler models, as well as to adjust some of the models we've inherited. If you dabble with 3d, but don't feel that your at the level of producing hero models, we could still use your help on many assets. Quote
chillyche Posted August 9, 2009 Author Posted August 9, 2009 Also looking for some Production Coordinator type people. We're in particular need of somebody with wiki experience, or the flexibility to learn and spend maybe an hour or so a week on keeping some of our online asset management stuff up to speed. Deculture and all that. Quote
chillyche Posted September 6, 2009 Author Posted September 6, 2009 (edited) Anyone interested in doing clerical work for Aria? We have lots of web related admin stuff that needs to be done while modelers model. Edited September 6, 2009 by chillyche Quote
SchizophrenicMC Posted September 7, 2009 Posted September 7, 2009 Anyone interested in doing clerical work for Aria? We have lots of web related admin stuff that needs to be done while modelers model. Things like... Quote
chillyche Posted September 7, 2009 Author Posted September 7, 2009 Okay, this isn't strictly a clip from Aria, but it's a clip from my music video, fan dubbed with authentic Macross sounds by Aria ADR Director Hikuro. Just sort of testing the waters here. Quote
chillyche Posted September 7, 2009 Author Posted September 7, 2009 Things like... Well, we have a lot of organizational work to do. There are something like 20 team members, all working on different things, but we don't have an up-to-date master list at this point. We also have a wiki which we've set up to identify all of the assets we need to develop or are currently developing. I've been looking for somebody to basically go through the wiki and make sure each entry has some information, whether it's just the concept sketches, or work in progress sketches/renders, or finished renders, or finished files. It's not terribly complicated, just time consuming and not very glamorous. Interested, or know somebody who is? Quote
SchizophrenicMC Posted September 8, 2009 Posted September 8, 2009 If there is a list of all the entries and things to enter, with some help, I could probably do it. No promises right at this moment; school just started, so I'm still working out my homework schedule. But, once that's taken care of, I should be able to. Quote
chillyche Posted September 9, 2009 Author Posted September 9, 2009 If there is a list of all the entries and things to enter, with some help, I could probably do it. No promises right at this moment; school just started, so I'm still working out my homework schedule. But, once that's taken care of, I should be able to. Cool, send me a PM when your schedule is more organized, and I'll get you started. It's pretty cut and dry, actually. Thanks man! Quote
SchizophrenicMC Posted September 9, 2009 Posted September 9, 2009 Hey, anything I can do to help. I've seen you guys' work before, and it's impressive, to say the least. Quote
chillyche Posted September 14, 2009 Author Posted September 14, 2009 Once again the Aria project is looking for some talented 2d character artists. We have developed the majority of the Macross Aria cast, but still need some concept art and some fine-tuning on a few characters. If you've got the chops to bring an original and exciting cast to life in vivid 2d style, then sign up! We're also looking for some storyboard artists. DECULTURE! Quote
akt_m Posted September 15, 2009 Posted September 15, 2009 (edited) I could try to do some 2d characters, but i'm not that good. It's been a while since i went to the Macross Aria project page. Edited September 15, 2009 by akt_m Quote
SchizophrenicMC Posted September 17, 2009 Posted September 17, 2009 Augh. The webmastering teacher keeps putting off assigning what I'll be doing for the school website. When I know what that is, I can make the decision as to whether or not I'll be able to do this. If I end up on graphics, I'll really have to spend time honing my skills, you know? I hope I get put in page coding or something, because that'll help, but... Quote
Hikuro Posted September 23, 2009 Posted September 23, 2009 What happened to the gal who was doing it? Quote
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