Brianw76 Posted December 1, 2008 Posted December 1, 2008 Love the Valks Dat! Those are some great renders. Good to see some more of the old CGers are still around. Quote
Rodavan Posted December 1, 2008 Posted December 1, 2008 I have to agree with Brian76 , excelent work DAT Quote
chillyche Posted December 1, 2008 Posted December 1, 2008 Wow, great models, and great renders. Is there a Battroid mode? Quote
DatterBoy Posted December 1, 2008 Author Posted December 1, 2008 (edited) Indeed. Hello Rod, Mr. Westgate! Edited December 1, 2008 by DatterBoy Quote
Brianw76 Posted December 1, 2008 Posted December 1, 2008 We should start a new thread dedicated to the CG old timers... just to show all these new comers how it's really done. Quote
DatterBoy Posted December 1, 2008 Author Posted December 1, 2008 Make it this one! (though I've seen some outstanding newbs... ) Quote
Mr March Posted December 1, 2008 Posted December 1, 2008 Pretty good for old work. How old are these models and what kind of source material did you have when you built them? Quote
DatterBoy Posted December 1, 2008 Author Posted December 1, 2008 Pretty good for old work. How old are these models and what kind of source material did you have when you built them? Hmm... Source material... I used Hasagawa model sheets as reference for the decals and Battroid reference but started out using the 1/60 V.1 Yamato and eventually the 1/48. Unfortunately, I didn't know how to use model sheets as planes for modelling in the app so it was pretty much done by eye. More than likely the proportions do not line up as I've done a ton of scaling to get the best fighter/batt modes I could do. I am not sure, but I know that several of the "old timers" modelled it this way. By eye vs. model sheets, so they have a sort of unique set of proportions in some areas vs. traditional source material. Quote
chillyche Posted December 1, 2008 Posted December 1, 2008 Wow. I gotta say, regardless of how you used your reference materials, these are outstanding. And I happen to be a fan of tweaking to get the things to look the best in each mode. After all, we're dealing with stuff that was never intended to be 3d cgi. What software were you using? Quote
DatterBoy Posted December 1, 2008 Author Posted December 1, 2008 Maya Tweaking rocks. Personalizes the model. Makes it unique. Quote
Lapis Posted December 2, 2008 Posted December 2, 2008 Were you by any chance on CGTalk? cause i think i remember seeing your older work there. Great to see you kept on working on them, and it's really showing how much time you put into them. Thanks by the way you helped me want to do my valkyrie more when i was starting it out. Do you by any chance have some animation for it now? Quote
DatterBoy Posted December 2, 2008 Author Posted December 2, 2008 yeah. I was on CGTalk a few years ago. I'm glad to hear these were inspirational for you. Seeing many of the old timers work made me want to do one initially too. They were also extremely helpful and forthcoming with advice. I do have animations, but they are extremely brief. I'll see if I can't find a few. Nothing more than transformation tests though. Quote
chillyche Posted December 12, 2008 Posted December 12, 2008 yeah. I was on CGTalk a few years ago. I'm glad to hear these were inspirational for you. Seeing many of the old timers work made me want to do one initially too. They were also extremely helpful and forthcoming with advice. I do have animations, but they are extremely brief. I'll see if I can't find a few. Nothing more than transformation tests though. Still, I'm sure we can all agree we'd like to see said tests. I know I would. Quote
macrosspilot Posted December 30, 2008 Posted December 30, 2008 very nice, whats the poly count? Quote
chillyche Posted January 9, 2009 Posted January 9, 2009 Did you rig these guys with a skeleton? Are they FK/IK rigs? I'm so curious. Quote
DatterBoy Posted January 26, 2009 Author Posted January 26, 2009 (edited) Did you rig these guys with a skeleton? Are they FK/IK rigs? I'm so curious. These were rigged by Kingnor, he's a professional animator and he did a few animations with it and was far to complicated for me to understand or use. He produced some animations and so did I. Mine were based on keyframing and rotation points, but no skeleton rigs where his was. I've uploaded them here: http://studio1311.net/temp/valk/vids/ You'll very much be able to tell the difference between his and mine. :Dat Edited January 26, 2009 by DatterBoy Quote
chillyche Posted January 26, 2009 Posted January 26, 2009 These were rigged by Kingnor, he's a professional animator and he did a few animations with it and was far to complicated for me to understand or use. He produced some animations and so did I. Mine were based on keyframing and rotation points, but no skeleton rigs where his was. I've uploaded them here: http://studio1311.net/temp/valk/vids/ You'll very much be able to tell the difference between his and mine. :Dat Woooowwwwww. Not only is that awesome, but it gives me some ideas for my own work. I rigged this VF-1 I'm working with, but I tried to keep the rig sorta realistic in terms of the bending, but it made the thing really stiff, I note that it's got bend to the point of almost breaking to really look dynamic enough, and in motion, there are some cheats possible. But yeah, wow. The rigged one is pretty stellar, but the non-rigged ones are still pretty impressive. Again, your model is so dope. If we had any kind of pipeline involving maya, I would be begging you to contribute to Macross Aria. We're all 3ds Max, though (and anything that can port to Max without some sort of 3rd party solution). Still... do you have any interest? 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.