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Posted

Break out your copy of TIAtS:Macross Plus. There's a bunch of non-Skull squadron squadrons in it. Complete with painting, marking and squadron logos.

(...)

As for squadron markings, I'd actually tend to agree. You see so many copies of Skull Squadron that it gets old. They weren't by any means the only VF-1 squadron. Hasegawa has taken this approach to heart with their kits, they probably have 10 different sets of markings available, most of them derived from old Navy squadrons.

Posted

And I would love to make my own squadron marking, but I don't know what works... I am sick of the Skull logo, but it's part of the mythos, you know?

50K is where it's at. 120K is DAMN! 400K is Dude, you're only running 67 polys anyway!

The Prometheus shouldn't be that hard. Unless you make the deck lines in 3D... Use a texture for that, ok? As for Hikaru... He looks nothing like Hikaru... I hate 3D modelling people, since they never look the same. An OC is ok. You know, like a video game character... But a pre-existing character...

Posted (edited)

update

Pilot = 50% done need to texture and maybe do some dynamic cloths

Prometheus = 35% done did some basic shaping still need texture

VF-1A = 90% just need to make some SDK's

frigate = 60% doesn't need textures since it'll be really far away

Launch crew = 0% haven't started

I did this for fun as well

Max's VF-1A

Test_render_32.jpg

Test_render_33.jpg

Test_render_34.jpg

SchizophrenicMC: ok thanks is this better?

Test_render_32-1.jpg

Brown VF-1A

Test_render_36.jpg

Test_render_35.jpg

Kakizaki

for_fun.jpg

Edited by Lapis
Posted (edited)

Update:

Made a a little more detailed Frigate

Added more detail to Prometheus

Valkyries now have movable flaps etc.

Kakizaki's VF-1A

Test_render_40.jpg

This was me just trying to find out what sizes work together still not too sure

Test_render_37.jpg

I just thought it would be fun to see how it would look like. Very simple and stupid looking render hopefully the end render will look much much better than this.

Test_render_38.jpg

Prometheus

I'll still need to add some detail plus textures

Test_render_39.jpg

Test_render_41.jpg

Edited by Lapis
Posted (edited)

Just a few updates since last time i posted

I've unwrapped all of My pilot, My one flight crew person, Prometheus

I've made the blast panels for the Prometheus

Did a quick draft Texture for my Pilot

just wondering is Kakizaki 012? because i accidentally made him 014.

just playing around again. one VF-1A doing pre-flight checks and the other ready to take off

Test_render_42.jpg

Draft Texture

Test_render_43.jpg

Just a flight deck crew member

Test_render_44.jpg

hopefully have the Prometheus textured by this week and maybe my pilot and flight crew

chillyche: haha yeah i thought it would suit it

SchizophrenicMC: Thanks still working on it

Edited by Lapis
Posted

@Fade: At it's weight, I'm not surprised it's displacing that much water. You gotta remember that the red section of the hull is the minimum displacement depth. Depending on what's loaded on the carrier at the time (Like the Prometheus's new, full load of weapons, VFs, and supplies), its bouyancy may increase or decrease. Though, now that you mention it, it seems a bit deep...

Posted (edited)

Fade Rathnik: Thanks Fade i actually didn't even notice that.

SchizophrenicMC: hahah thanks for trying to save me, but i just plan screwed up.

I played a round with some more lighting. Almost done texturing the Prometheus.

Testrender.jpg

Test_render_45.jpg

I also had to remodel the front landing gear too since it wasn't detailed enough the first time.

Well i'm still working on it

Test_render_46.jpg

I was wondering how it would look if i actually tried this. Well this is why i can't make it transform, you can see bits missing. I had to position the camera somewhere it can't see them but, since it wasn't modeled to transform you can still see missing bits

but i still like it ^-^

Edited by Lapis

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