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Old 21st Dec 2012, 07:37 AM   #361
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That's a nice colour. In the thumbnail images I thought it was black, but it's actually blue isn't it?
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Old 21st Dec 2012, 08:26 AM   #362
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Better!

The reflection looks a bit even - is there an incidence gradient on it?
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Old 22nd Feb 2013, 10:09 AM   #363
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Thanx for all the C&C folks, appreciate it much. But as always, time to change gears. And, as always, I don't know where this new project is going... but I'm going to be making quite a few more animation tests involving the Ugly Yellow Ship, the Citadel, the Stiletto, Hyperion, and a few of the mechs that I have. This was just a timing and composite test though.

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Old 22nd Feb 2013, 10:59 AM   #364
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I really like your landing sequence.
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Old 22nd Feb 2013, 06:53 PM   #365
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Looks good!

Here's some points to consider.

1) The truck blowing up. It stops just before the explosion goes off and just sits there. It would be more convincing if it kept moving forward as the explosion goes off, then have the blast lift it right off the road and, in all likelihood, flip the thing over onto it's roof. At that point it would probably slide a short distance and probably slowly rotate as well.

2) In the scene around the 20 second mark the polygons under the nose are flickering. I think this may be caused by 2 or more polygons in the same place and Lightwave can't decide which one to render.

3) Same spot; the ship comes down, STOPS, then starts to move sideways. The stop is too abrupt, it needs to slow down as it comes to a rest. I would also suggest it isn't realistic to do a full stop at that point. Think in terms of a helicopter performing that move; the pilot would fly in, hit the rudder to rotate the 'copter, he would transition to sideways flight, but slowly while he checked his alignment, then he would give it some stick to increase sideways movement into the bay.

The rest of it looks good.
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Old 23rd Feb 2013, 06:43 PM   #366
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Thanx bmckain, appreciate it much.

And thank you Rigel, very accurate critique. And the flicking polys are a mystery to me, I checked the mesh and there weren't any duplicate faces. And I also noticed that it does that on the tip of the left intake as well, just before the ship touches down.

And, the software I'm using for this is Blender, I have a copy of LW somewhere but I haven't learned to use it.

So do you think I should have the ship turning as it'slanding, then complete the 90 degree rotation just before, roughly 5 to 10 frames, it touches the platform? Only slower?

Also, I don't know how the timing on the explosion got messed up, but in the original test the truck was jolted and exploded just before it came to a complete stop. And I did originally think to make it flip.

Edit: And the missile fired by the mech didn't show up either.
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Old 25th Feb 2013, 11:54 PM   #367
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Forgot to add the cut scene from the interior of the second stiletto, plus I have to work on the movement of the first stiletto...

http://www.youtube.com/watch?v=TvPlx...ature=youtu.be
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Old 26th Feb 2013, 04:34 AM   #368
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Coming together very nicely~! I think Rigel made some good suggestions for tweaking on anim #1, and #2's landing sequence is really looking well.
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Old 28th Feb 2013, 02:58 PM   #369
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Thanx Aflak, appreciate as always.

How's the timing on this?

http://www.youtube.com/watch?feature...&v=sNRVL8NMcuE
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Old 28th Feb 2013, 03:36 PM   #370
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When the fans tilt and the vehicle banks, there's too much delay between those two events. By the time the fans have tilted halfway, the vehicle would all ready be rolling. Also, the vehicle would continue to roll into inverted unless the fans were tilted back to neutral, much like keeping the ailerons applied to an airplane.

I like the speed at which the whole shot revolves.
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Old 28th Feb 2013, 04:41 PM   #371
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my suggestions along the lines of Rigel, btw all of this looks great.

You've got the stop coming in a little too sudden unless it's got a tractor or something grabbing it all of a sudden and those engines put out no light at all under them?

Basically how i'd animate that seen is one.. add some jitter and the like into the ships movements even with FBW systems pilot inputs still give a little bit of a jitter an atmospheric conditions make the computers have to constantly think about what they are doing.

Then as you come down to the stop have the ship tilt back away from it's original direction of movement, to show it's killing off some of that velocity you can do it along with some engine alignment tilt as well to show how it does the turn..

Finally i'd have some very fine tilt left/right to show it moving sideways then nulling out the thrust etc (either that or put some rcs in or other form of vectoring for that lateral movement) followed by some dust being kicked up or something.

At the moment iit just looks.... too smooth an abrupt an not even a computer can really do that under newtonian (aka real life) physics.
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Old 11th Jun 2013, 11:00 PM   #372
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Does this look convincing. I'm making a bunch of construction vehicles based on several real world designs. In other words I'm not trying to directly copy a design that's already in existance. Feedback needed.
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Old 11th Jun 2013, 11:20 PM   #373
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its front heavy
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Old 12th Jun 2013, 02:49 AM   #374
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I'm diggin it
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Old 12th Jun 2013, 06:35 AM   #375
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It's convincing. Except of course it's far to clean and shiny to be a construction machine. When you're ready to texture this, have a look at these photos.
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Old 16th Jun 2013, 07:54 AM   #376
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Still got a lot to do, and redo... This one will have multiple sets of textures, (e.g. new, worn, various colors, etc.). And I thinki the reason why it looks so front heavy is because I made the stick, (forearm), too long...
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Old 16th Jun 2013, 09:39 AM   #377
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Lots to do or no, it's looking really good.
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Old 22nd Jun 2013, 12:15 AM   #378
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Thanks Fellas, appreciate it as always.

Alright People, a few minor changes, I've been out of it for a few days, bad back. Just a few more addings on of things, and then on to the interior.
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Old 23rd Jun 2013, 12:23 AM   #379
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I really like this beastie!
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Old 23rd Jun 2013, 07:00 AM   #380
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I agree, it looks good.
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Old 23rd Jun 2013, 08:14 AM   #381
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Amazing work on this thread. Sorry I missed it as I should visit more often, your recent mech renders are incredibly realistic and I love the earlier sci fi character designs. If these are all elements of a film, it should be an epic.
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Old 23rd Jun 2013, 08:30 AM   #382
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Some really nice stuff in here.
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Old 26th Jun 2013, 05:43 PM   #383
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Thanx Fellas

Working on the innards today.
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Old 26th Jun 2013, 09:57 PM   #384
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Really well done, imo. Love it.
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Old 27th Jun 2013, 07:04 AM   #385
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Thank you bmckain, appreciate it as always.

A couple more small updates Folks.
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Old 27th Jun 2013, 07:11 AM   #386
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Very clean lines, and I've always been a fan of the shiny showroom look.
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Old 13th Jul 2013, 08:14 PM   #387
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Need to do something about the seat textures, but other than that it's almost ready to roll.
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Old 22nd Aug 2013, 01:02 AM   #388
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More interior stuff folks, building a condo.
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Old 26th Aug 2013, 07:39 AM   #389
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Dang good stuff on both of the last two posts. Think some of those are going to end up on out FB page after I get caught up from a short trip.
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Old 26th Aug 2013, 01:41 PM   #390
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The condo looks really nice.
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