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guyxxed

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  1. This is crappy and not rendered (just a screenshot from the model space), but a few views of the spaceport scene I've been messing around with. It's a lot different to walk around in it in the actual game environment, but I couldn't get a shot there that didn't end up just a close up of a shipping container. I'll keep woking at that, but figured I would share the concept at least. The red Thuveral is meant to be a commercially owned freighter (that just happens to also be a terrifying warship). FYI, the spaceport is an attempt to build the 'real' port that Mirage and Mikimo first appear in during the first episode of Delta. And, yes, I'm putting way too much efffort into something that was seen on screen for all of ten seconds, but what can I say, it's the way I roll. 😉
  2. And, done (at least for now). Greebles and gear are added, made a few more tweaks to the nose to round it out a bit, and I think I'm good. Didn't add the Walkure logos because I'm not planning to use it as their personal shuttle, just generic background, but easy enough to add if it ever comes to that. I think I will circle back at some point to cut in the rear hatch and interior details, but it's not necessary for what I'm working on at the moment, and I this is pretty close for the moment. I know, it's not an exciting model, but I'm happy with how it came out and how quickly I could get it put together. I want to try it in a rendered environment hopefully this weekend, but we'll see how things go. Upwards and onwards!
  3. Getting close to done now. Still have the greebles and landing gear to make, but think it's coming along pretty well. Debating whether to make the rear hatch functional or not. Almost no references for the back of the thing, so I'd have to make it up for the most part, the one scene in the series that shows it doesn't actually match up to the model (Freyja leaps from a very bare bones interior set, her body blocks any view of the shuttle for several seconds, then an out of focus, far off version with no details drifts by in the distance). Also noted that the upper and lower hatches both open out, oddly enough, instead of the more sensible lower becoming a ramp and upper folding inwards like a C-130 hatch. Oh well, worrry about that when I get to it.
  4. I had a very similar experience flippnig through that book while sitting next to my wife on the couch! 😉 Needless to say, my fandom of Shirow's works come with a very big asterix and a pretty firm date range where said fandom ends. Speaking of architectural greatness, I also need to give a shout out to another obvious one: Moebius. I remember reading 'Airtight Garage' and being blown away by how laser straight and yet totally fluid his lines were and how amazing the landscapes were. Imperial Boy is another (though in a totally different way) that has always grabbed my imagination.
  5. Love this topic, and a lot of great entries so far. This one is a bit of a no-brainer, but I think it deserves mention: Masamune Shirow (Manasori Ota) creator of Appleseed and Ghost in the Shell. His manga work (before he devolved into a hentai artist) was a foundational building block of my sci-fi childhood. A lot like Ron Cobb on the previous pages, Shirow didn't just come up with a cool design, he engineered it! His books were full of technical tangents on all sorts of minutiae and footnotes that I typically found as engrossing as the story itself (and he was usually open about his influences, too, as the "S. Mead" label on the car below helps show). A motorcycle or car that occupied two panels in a comic was fully designed from the ground up and (mostly) work, and I have always admired his architectural ideas as well. Olympus city in Appleseed was an endlessly fascinating place to me as a kid, and I was very influenced by his design aesthetic. Anyway, a few random panels of his to add to the thread:
  6. Moving on to working on the Walkure shuttle now in order to further add to my stable of civilian craft. For such a simple shape, that nose section is proving surprisingly difficult to get right, but I think I'm starting to get close.
  7. No idea but given the number of shortcuts they took in other areas, it wouldn't surprise me. The wings are on screen for all of about 30 seconds, and feel very much like a last minute add to create some interest during the atmosphere entry scene, so I can't see the animators spending any more time than they absolutely needed to on it. (As a kit basher myself, it's an approach I can fully sympathize with! 😉)
  8. Well, thank you! It helps that it's a pretty simple shape, overall, but I was happy with how it came out. And, yeah, the wings were obviously thrown in after the fact as a cool gimmick for the landing sequence. Even with the most amazing memory metals, what's shown in the screenshots is gigantic and probably as much mass as the whole passenger section. The landing gear also has to be pretty weird, since the one shot we get of the plane on the ground shows the nacelles clearly off the surface, but not really folded up at all, so the gear must be like stilts. 😉 I have so far decided to do exactly what the animators did and ignore it and not put it anywhere that I need to figure that out.
  9. It's been awhile since I watched Zero, but I had the impression that Shin's family lived on an island somewhere. What I remember is him and his folks standing on the front porch looking at the light of the impact on the horizon, and directly in front of their house was a beach. Unlikely to be San Fran in that case, and the anti UN attack the killed his parents would be more likely somewhere other than a major US city (in my opinions, for what it's worth).
  10. Largely done except for the cleanup. I also need to figure out landing gear and the folding wings, but this gives me what I was after to help fill in the spaceport background. Made a livery based on Juneyao Airlines as well because it's interesting and also why not? 😉 Happy holidays, everyone. See you in the next year.
  11. Aaand, on to the next project! 😉 Still early but here's what I'm working on next. In playing with the Al Shahal map, it was quickly becoming apparent that while I have a hard drive full of fighters now, there are pretty much no civilian craft available anywhere. I had made a couple of commercial versions of Zentradi craft to use as background freight haulers but wanted to fill out the spaceport with something more human oriented and decided to start here. I plan to make the Walkure shuttle as well (both are very simple shapes, which is nice), but may need to get inventive since I'm not aware of any other small to mid-size civilian ships in the "official" setting materials besides the container ships seen in Delta. Anyway, hope to have some preliminary textured version of the starliner soon.
  12. Thanks, that one jumped out at me as well. I have half an idea for a B/D/G style head and/or a two seater trainer version, but those will have to wait until I get through a few other things. In the meanwhile, updated the google link to add the 24F model for anyone who wants to play with it. Enjoy! https://drive.google.com/drive/folders/1MEqAULkJDzBoGyFBrgRHBX7C7_ZVdfcg?usp=sharing
  13. Okay, I lied. 😉 I had some time at lunch and was motivated, so banged this out. A VF-24F version based on one of the discarded Kawamori head designs that I liked. This is a bit more Macross than the Zentradi Helmet head, so maybe more to folks' liking. Enjoy!
  14. Here we go. Not exciting, but I think it's a decent CF version for the VF-24. Color from the SMS 25A slapped over the pattern from the 171/NUNS scheme. I might have one more thing to try here, but otherwise I think the 24 project has run its course with me. At least, until inspiration (or boredom) strike again! 😉
  15. Yeah, I kind of feel the same. The Al Shahal scheme looks pretty good, overall, was just hoping to find something more unique. I tried a green scheme thinking it could look more "military", but it was pretty awful. 😆 Ain't broke, don't fix, guess.
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