l_e_m Posted August 30, 2007 Posted August 30, 2007 WOW. That's a really, really nice animated model. Quote
wwwmwww Posted August 31, 2007 Posted August 31, 2007 This keeps getting better and better. Thanks for sharing. Carl Quote
mac666er Posted September 9, 2007 Author Posted September 9, 2007 Thanks everyone for the kind words! That is gorgeous!! Dude, you have an un-watermarked version of that pic? I have an idea for a wallpaper. PM me with the link, if you are concerned about thieves taking credit for your work. Thanks WOW! Sure Zinjo, here you go, Quote
Dante74 Posted September 9, 2007 Posted September 9, 2007 I'm amazed with every new pic you post! All those tiny details really give a good sense of scale. Quote
mac666er Posted September 26, 2007 Author Posted September 26, 2007 (edited) ok, fans... time for some real sweeet updates... Finally got some render tests for the transformation, see below!! I wanted to improve my texturing skills and do a decent model of the Macross. I know it still lacks a lot of detail but I would like to move on to something else and later comeback and do a more serious attempt at the Do you Remember Love model Having said that, I may finish (or rather, declare this project abandoned) some time soon. I just need to polish it a little bit and work more on composition of the images and presentation of a "theme" and do a poster of some kind. I will definitely share it in Macross World. Please do critic and let me know any questions or comments that you may have! And thanks for looking! mac enjoy!! Edited September 26, 2007 by mac666er Quote
Dante74 Posted September 26, 2007 Posted September 26, 2007 There's nothing I can say that hasn't been said already so I'll just pick up my jaw and stare at it for a bit. Amazing! Quote
Lonewolf Posted September 26, 2007 Posted September 26, 2007 There's nothing I can say that hasn't been said already so I'll just pick up my jaw and stare at it for a bit. Amazing! I couldn't have said it better. Man that is one awesome modelling and texturing. Your attention to details is great. I can't wait to see a full transformation wideo of the thing. Quote
ikhii Posted September 26, 2007 Posted September 26, 2007 Just love the awesome details that you have done. Fantastic and hope to see some great stuff on more animated SDF1. Btw, how about exporting it directly to QTVR. I am sure we can view it in every angle. And everyone can see your work in multi dimension. I just love your detailing. ikhii Quote
Knight26 Posted September 26, 2007 Posted September 26, 2007 Very nice, I love it, and don't really see anywhere where it needs improvement, if you feel it is underdetailed and really don't have the time or inclination to fully detail it, then textures are a wonderful thing. Quote
Mr March Posted September 26, 2007 Posted September 26, 2007 (edited) This model is fantastic. Beautiful pictures! I love your definition for "lack of detail" By all means, keep up the "low qulaity" work I know you're askign for constructive criticism, but I can't think of much to criticize. If I had to think of something, perhaps the blue is a little too dark? I like it personally, but it's not really anime accurate. But I wouldn't change it Edited September 26, 2007 by Mr March Quote
Zinjo Posted October 21, 2007 Posted October 21, 2007 (edited) The only thing I can think of to suggest is to turn down the "sheen" on the cannon pillars as well as the Deadelous & Prometheus surfaces so that the scale of the fortress is conveyed better. Before totally abandoning this project, please provide various angles of the rendered ship and various close ups of the areas. Put the renders on a neutral or grey background, so we can play with these amazing images in photoshop as they are they are displayed quite nicely, but are too dark for us to be able to "lift" the darker areas of the SDF-1! Truly is an amazing render, the detail is quite astounding! Edited October 21, 2007 by Zinjo Quote
Sumdumgai Posted October 22, 2007 Posted October 22, 2007 Wow, I thought it was a model or something at first! Quote
ce25254 Posted October 22, 2007 Posted October 22, 2007 It looks great. I'd like to see a rendering without so much ambient light though; maybe even with only a single directional light source (or two; like the sun and a reflected light from a planet) and internal or self-projected mini spot lighting... :-) There isn't that much light in space. Quote
Chronocidal Posted November 3, 2007 Posted November 3, 2007 (edited) While I am drooling over this thing massively, I do have one little nitpick... I think the curved cut out areas on the underside of the main guns (the part that sits next to the "head" once transformed) looks just a little too smooth/soft around the edges, compared with the rest of the ship. While it looks great in distance shots, up close that spot just looks a lot less sharply defined than most of the ship, which has very fine detail. Dunno if you intended it that way though, it's beautifully smooth. Oh, and your SDF-1 texture is backwards on the starboard side. Edited November 3, 2007 by Chronocidal Quote
ruskiiVFaussie Posted November 4, 2007 Posted November 4, 2007 (edited) Simply awesome. Don't yas just wish they made a hyper detailed large scale SDF-1 like how they did with the S/Battleship Yamato 'light&sound' release. ---> http://www.hlj.com/product/BAN946749 Would love a working lights SDF-1 Bridge head for example... Edited November 4, 2007 by ruskiiVFaussie Quote
Jeremy007 Posted November 4, 2007 Posted November 4, 2007 im amazed at how good that looks! great work! Quote
JuanJovv Posted November 5, 2007 Posted November 5, 2007 Great work I really have to close my mouth whit my hand is enought I don´t need see the movie I see all here regards Quote
mac666er Posted December 13, 2007 Author Posted December 13, 2007 Thanks for the replies everyone! ce25254: I am working on some different lighting setups and will post one as soon as I find one that is not so bad! chronocidal: I was hoping nobody would notice the backward textures! Anyhow they are fixed... and added more detail to the main gun and other places. I had a chance to do some more detailing of the textures... what do you guys think? Thanks for looking! mac Quote
UN Spacy Posted December 13, 2007 Posted December 13, 2007 Oh my.......simply SUPERB work you've got going there. Excuase me while I clean the drool of my chin. Quote
Mr March Posted December 13, 2007 Posted December 13, 2007 I had a chance to do some more detailing of the textures... what do you guys think? What do I think? I think you've got a career, if you're not professional already Great work! Quote
chrono Posted December 13, 2007 Posted December 13, 2007 Your going to hate me... But the panel lines on the blue areas are too wide and deep. They catch to much light and stand out WAY too much. The white areas have the same panel lines, but don't stand out nearly as badly as the blue ones do. So you probably will only have to tweak the Blue lines. Also the UV's or the textures themselves are slightly messed up, because they lay on the surface oddly and look squiggly in some places on the beams. The gray areas that have the gradient 'plated' look need to be scaled downwards. I'd personally avoid using that texture style because it's from the 90's when Babylon 5 was bleeding edge TV FX and has long ago given up it's ghost and now just looks bad. I'd suggest that you use 'noise', fractual and others, to give the textures a better color variation. And I'd definitely use photograph stock instead of 'painting' the model with a painting program. It'll give you better results. Quote
Lonewolf Posted December 13, 2007 Posted December 13, 2007 Simply astonishing, that's wonderfull work. Quote
Dante74 Posted December 13, 2007 Posted December 13, 2007 All the detail really gives a good sense of scale. Beautiful! Quote
isa_o Posted December 14, 2007 Posted December 14, 2007 wow it reminds me of the matchbox sdf-1 good job! Quote
mac666er Posted December 17, 2007 Author Posted December 17, 2007 Thanks everyone! chrono: But the panel lines on the blue areas are too wide and deep. They catch to much light and stand out WAY too much. The white areas have the same panel lines, but don't stand out nearly as badly as the blue ones do. So you probably will only have to tweak the Blue lines. Also the UV's or the textures themselves are slightly messed up, because they lay on the surface oddly and look squiggly in some places on the beams. Yes, I am working on that problem since the render engine I am using (Maxwell) exhibits some weird behavior with angled reflections (the Fresnel effect) as color changes on the surface. Actually the materials are the same all over the ship, but for some reason I haven't figured out it exaggerates the highlights in the main gun. The gray areas that have the gradient 'plated' look need to be scaled downwards. I'd personally avoid using that texture style because it's from the 90's when Babylon 5 was bleeding edge TV FX and has long ago given up it's ghost and now just looks bad. I'd suggest that you use 'noise', fractual and others, to give the textures a better color variation. And I'd definitely use photograph stock instead of 'painting' the model with a painting program. It'll give you better results I am not sure I follow you on this one, are you referring to this part? Quote
chrono Posted December 17, 2007 Posted December 17, 2007 It's mainly on the Daedalus's front, from what's viewable, but I'm sure that it pops up in other places as well. It's really not good to use random gradient panels unless they are heavily edited. Have you asked on the Maxwell forums about your problem?? Quote
mac666er Posted December 21, 2007 Author Posted December 21, 2007 Yes, it was a combination of an update in Maxwell, a bug and my ignorance about it. Here is an improvement on the maps, the highlights and the main booster rockets being fired up! Thanks for looking! mac. Quote
CODY2003 Posted December 21, 2007 Posted December 21, 2007 incredible work! I have Maxwell, but it just sits there... on my desktop.... mocking me ruthlessly for my complete inability to get it to work. I can't ever get it to render models out of max with textures, even when using maxwell textures. anyway, are you using an illumination map, or did you actually apply each light separately? Quote
chrono Posted December 22, 2007 Posted December 22, 2007 Sorry mac666, but the problems are still there. It's a scale and LOD issue. Those panel lines are simply to large for the model being around 3-6 feet wide. Quote
mac666er Posted March 23, 2008 Author Posted March 23, 2008 Hey, I had some more time to keep working on this project. Thanks everyone for your support! Cody, I applied each light separately... There around 50 lights in this image alone. I reworked the UVs almost everywhere, this was to get a better displacement map effect in Maxwell. It was very arduous, but I did learn a lot. The panels of the ship look much better now. They don't look real yet, but I think they improved. Also worked on the hull material, I tried to move away from a plastic look and really go for metal. I think it looks better, specially in the highlights of the image. I also worked on the background. One thing that is missing definitely is wear and tear... that is going to be a pain in the neck... well, for me at least! Thanks for looking, and if you have any ideas or suggestions please share! M. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.