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The best part of the YF-19 cockpit is the VEC (Virtual Environment Cockpit), the way I solved this was to create a wide angle camera that would render the bottom from the pilot's point of view, and then use an image sequence of this render as a texture for the bottom screens. Here are the first tests:

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The rendered camera

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Projected as a texture

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Trying a more complex background (LoL)

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Using an HDRI map as a background, same thing: Rendering from the camera pointing down, then projecting as a texture

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And how it looks from a different angle

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Adding a layer of green lines to represent the HUD

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For the HUD, I created this contraption that can hold a virtual horizon, so there are three rings: the Attitude indicator, the Roll indicator (which is what shows up in the gif sequence) and the virtual compass, which would always point "north"

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Several tests later

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Thanks guys for your nice comments!

Fixing a stupid weird mistake I made on the nose panel lines

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Navigation lights updated

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Making little fixes to the shader specularity, plus some cool DOF

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Adding fluorescent formation lights

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Adding stroboscopic lights to the tip of the wings and the red light behind the canopy

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Edited by eosmusashi
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The adventure making the afterburner effect begins!

First, an attempt with a consecutive stream of flat cards with a gradient shader, from a tutorial

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Problem was that it didn't look right at a certain angle where you could tell those flat geos apart, so I switched technique.

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This time I achieved the effect using a custom material with nodes

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The rings were geometries so I quickly realized this didn't look good

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So I finally decided to use the same technique with the nodes to achieve the rings effect

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This is some awesome work! Makes me glad I quit my attempt to model the 19, as there is no way I would have been able to get this in-depth with it.

I like how you're re-projecting the under view onto the cockpit screens instead of just making the cockpit transparent. I would think the 'real thing' would have a similar re-projected view, as it would look correct unless you moved your head really far from the 'sweet spot.'

I would point out that I think the roll/dive ladders are somehow holographically projected onto the upper-half of the cockpit too.

What is your current poly/tir count? From the looks of it, this might be low enough to squeeze into a (VR ready) engine like Unity or ue4!

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This is some awesome work! Makes me glad I quit my attempt to model the 19, as there is no way I would have been able to get this in-depth with it.

I like how you're re-projecting the under view onto the cockpit screens instead of just making the cockpit transparent. I would think the 'real thing' would have a similar re-projected view, as it would look correct unless you moved your head really far from the 'sweet spot.'

I would point out that I think the roll/dive ladders are somehow holographically projected onto the upper-half of the cockpit too.

What is your current poly/tir count? From the looks of it, this might be low enough to squeeze into a (VR ready) engine like Unity or ue4!

Dude don't!!! Don't quit your own work just because someone else's looks more detailed! The reason I started making my own YF-19 was because I couldn't get it online, and I wanted a very very realistic version of it, but simpler and closer to the cartoon solutions are awesome too, so keep up your own work happening! My version is by no means the best that it could be (lots of improvement needed and mistakes were made!) and I really want to see someone's version solving what I couldn't figure out out there (also of other valkyries! YF-21 anyone?)

Thanks! The Virtual Environment Cockpit was a good brainstorming for me, because I was thinking, hey, if this was fo' real, it wouldn't be a transparent window like they did with cels in the Anime, it would project from the pilot perspective's, like those fancy drawings that they draw on the sidewalks with chalks that look 3d from a certain angle...

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I too noticed the HUD displays on the canopy glass sometimes, but sometimes it doesn't. Sometimes I'm even sure he's watching it from his helmet visor (like the tracking and target lock icons) and anytime you saw the canopy from the outside, there was no HUD on the glass, only the inner screens. So I thought what the heck. I'll show it full in those shots where you see the cockpit from the pilots POV (there'll be a couple of those shots in my film)

I'll be back with the polycount later :) and it could certainly be used for a different project that what I have, which is film production quality, but that's gonna be some extra work later down the road... stay tuned!

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This part was just for fun, really, but I wanted to make some other paintjob versions of the YF-19 besides the one that shows up in the movie/OVAs.

So from the Variable Fighter Master File I took some of the labeling options and did these liveries:

Production VF-19 with squadron numbers

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Skull 1 version

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VF-19A SVF-339 “Lightnings”

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VF-19A “Ravens” from Macross VF-X2

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VF-19A SVF-440 “Dullahans” (my favourite one!)

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VF-19ADVANCE from Macross Frontier (Macross 30)

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I'm totally appropriating your dark-grey and black scheme to put on one of my Hasegawas...

I say, sir:

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Yay updates!

I've been ramping up the cockpit to add some more detail and realism, even if that goes astray from the cleanish lack of buttons and knobs. But I just felt it was too lonely there so I added a bunch of them and lighted them too. They are all based on real flight and electrical instruments. Labels and warning signs are based on actual jet fighter ejection seats and cockpits, just to keep it real.

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Easter Egg :D

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Also improved the material for the chair so it looks like someone actually sat and sweated a lot on top of it :p

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Another Easter Egg

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  • 2 weeks later...

Love the work, but the scratched instrument screen is too much. Any military would have that replaced on the aircraft immediately.

Yeah, I agree, I probably went a bit overboard with it, so I toned it down, thanks!!

I'm doing a bunch of closeup renders of the fuselage to fix small stupid things, mostly the normals. So here are a few of them:

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Man, thanks so much for sharing this! It is incredible! I've got the 1/72 Hasegawa and the work you've done on this has given me all sorts of ideas to try out on that kit.

I'm blown away by the amount of effort and attention to detail you went to, especially with things like the cockpit. Those camera views are amazing! And the fact that you managed to get the thing to transform is just outstanding!

Anyway I've overdone the exclamation marks, I think, but truly - it is an amazing piece of work and the fact that you're sharing it here is pretty great.

Question for you regarding the intakes, is the "plate" you've got the intake compressors mounted to, flat? I'm recalling there was some sort of smooth transition between the shape in the intake, to the fan face itself. I'm not sure if it's lighting or the shape itself, but it really looks flat. Because your 3d model looks so real, that's about the only thing that jumps out at me as being not quite realistic. Given how fast this thing is supposed to be able to go, the thought of the super sonic intake air smashing into that flat part around the intake fan just seems a bit unbelievable. I know, on a giant transforming robot/jet... ;)

Edited by mickyg
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Question for you regarding the intakes, is the "plate" you've got the intake compressors mounted to, flat? I'm recalling there was some sort of smooth transition between the shape in the intake, to the fan face itself. I'm not sure if it's lighting or the shape itself, but it really looks flat. Because your 3d model looks so real, that's about the only thing that jumps out at me as being not quite realistic. Given how fast this thing is supposed to be able to go, the thought of the super sonic intake air smashing into that flat part around the intake fan just seems a bit unbelievable. I know, on a giant transforming robot/jet... ;)

Man thanks for taking the time to comment! I think this is worth giving a second look because you're right, it looks flat... I guess I wasn't too good at modelling when I was in that part, so I've recently updated the geometry to a single smooth piece and the shape of the fan to make it much closer to the anime, so I'll post the render soon!

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  • 2 weeks later...

Apologies for the delay, I had been rendering these past weeks but I wanted to put everything up on my blog first. Here are the things I've fixed:

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Fixes to the feet hinges and mechanisms, here's the before:

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And here's the after:

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Some closeups I made for the GERWALK mode while I fixed things like the normal map orientation and the little texture issues.

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Wow - that's some impressive improvements you've made. Nice work on the intakes, too! I am really blown away by the modifications to the feet though. I hadn't looked at them very closely before but the improvements are incredible!

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  • 2 weeks later...

Updates!! Closeups and fixes to the Battroid mode, adding some more bolts and nuts and interesting stuff to the mechanical hidden parts.

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Some mirroring needed...

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Fixing the visor shader so you can see more of the insides...

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More detail needed inside the shoulders and that thermal exhaust on the laser is too big...

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