View Full Version : Space Ship - Cockpit
03-15-2003, 02:04 PM
Just so you guys know what I'm doing. I don't much yet to show, have to work on my jo stuff aswell ;)
03-15-2003, 02:13 PM
Viper i already started on the chairs for the cockpit so u don't have to worry bout those :)
03-15-2003, 02:53 PM
well viper, if you're about to do the cockpit i feel no need to do it too ;)
i've already started on some little props like this though:
tell me if you can use these, i could also do some more so you'd only have to worry about the main shapes... if you want to :D
03-15-2003, 03:25 PM
Ok, just tell me in wich program both of you are working on ;)
03-16-2003, 02:26 PM
i'm working in 3dsmax, should be no problem to port to any other package
i'm modeling some of the instruments right now, if we have any duplicates in the end, who cares, still fun :thumbsup:
finished the tachometer, i think i've got a pretty good feeling for kirts style now, tell me if i'm wrong.. ;)
03-16-2003, 11:40 PM
that's KoOoL! keeep up
03-16-2003, 11:44 PM
Fist:Awsome! I'm working in MAX aswell. Good to know :)
Sorry for not showing anything today though. I got sick....and each time I looked at the screen my eyes would hurt...you can imagine how bad that is for me, eh? :(
03-17-2003, 02:17 AM
heh heh, im sick too
Anyhow, good job fist, keep it up
Fist - That guage looks fantastic! Keep doing things like that. The HUD looks too thin. Add some thickness to it like you did with the guage and I think it'll be ok.
Keep up the good work guys! :thumbsup:
03-18-2003, 02:10 PM
thx a lot kirt ! very encouring :)
that's what i meant when i said i got a feeling for the style now, i thought of redoing the display too... i'm on it
...and the next one :)
fist - Oh yeah! I think you got it ... definately. Good job! The steering column looks fantastic too. But, the handgrips need to change. On the side view concept drawing, you can make out the profile of the grips by noticing the curved line between his fingers. It should fit his hand w/ the two fingers rather than looking conventional with a straight stick and groves for multi-fingered aliens. I also wanted to include triggers under his fingers. So shape the grips more like the handbrake (but widen the finger slots more ... I messed up there).
03-18-2003, 06:39 PM
k i couldn't really make out the shape of it and i didn't think about the fingers.. :rolleyes:
here's some too-fingered goodness ;)
03-18-2003, 08:53 PM
Whoa, that's looking really good!
Kirt, could you maybe draw the side view without the aliens? It's been sorta hard to imagine everything on it's right places. The front view is not giving a really good depth idea. So, could you help out on that one?
Good looking stuff there fist... the steering column looks great... nice and clean... keep it up
03-20-2003, 09:28 PM
hey viper, i really hope i don't steal any of your work right now - but i couldn't stop myself from modeling the middle console and some of the basic cockpit-shapes
if you want to do this part, consider this a just-for-fun project for myself, i really don't want to get in your way
with that said, what do you guys think (it's just a wip, not finished in any way)
03-20-2003, 10:23 PM
I'm working on animation of alien#1....
and I would to be glad to receive some version of the cockpit to begin some serious test.
Asking before to Kirt :) , can you send me something?
Looking good fist! Can you wait till this weekend for other sketches? I'm working on several for the spaceship.
03-21-2003, 01:59 AM
Wow lots happened since i been away. Il make sure to post up my work on the chair i did, i also work in 3dsmax
03-21-2003, 04:53 AM
great kirt, then i'll wait a little
keep us updates on the sketches :)
03-21-2003, 09:55 AM
awsome work fist !! :bounce:
03-22-2003, 12:11 PM
ok i merged and reworked the shapes a little...
i also applied a glossy material so you can make out the details a little better... waiting for drawings now :wip:
03-22-2003, 05:33 PM
NIce job Fist, i will soon see if i can post an image of the chair i did, maybe u could use it? Cool stuff! :)
03-22-2003, 05:35 PM
why don't you just send me the model if it's ready :)
my email address is email@example.com
03-22-2003, 05:55 PM
K well its not done but its like 70% done, the finishing bits are realy easy (Tweaks, and the pads for sitting on, thats it). Do you want to finish it or me? also do you use 3dsmax?
03-22-2003, 06:03 PM
yeah i also use 3dsmax :)
as for finishing it, maybe you should do it yourself - but i have a lot of time on my hands right now so just send it over and i'll see what i can do, or at least see how it fits into my model :D
03-22-2003, 06:04 PM
Ok. I have togoto work rite now so il be sending it to u a litle later ok?
03-23-2003, 11:25 PM
HEllo men....really good work
KIRT - do u think it is a good idea to animate alien#1 in his future cockpit or not?
animation animation animation
cutnpaste - Yeah, I think it's a great idea. The sooner we start seeing the pieces come together, the better idea we'll have how everything integrates. It may help us find problems early in the process and correct them.
03-25-2003, 12:28 AM
Ok...i'm just waiting for the super cockpit
03-25-2003, 01:00 AM
Fist: Your doing a great job. Go ahead and finish it. My school decided to go medieval on me (Lots of tests this week), so no modelling for a few more days.
If i have time to work on something again, I'll pick something else to do :)
Go on and use this thread btw ;)
IF you guys want to though, I can make some quick render of Fist's mesh using Brazil's cartoon render to make the website or something like that ;)
03-25-2003, 07:48 AM
great, thanks a lot viper!
as it looks right now, i'll have enough time for some modeling over the coming weeks, so i'll hopefully be able to finish it
as for the toon render: if you have great knowledge about rendering i'd be glad to use this service :D
but i don't think kirt wants this toon rendered, and there's another problem: the final short will be animated (and rendered?) in maya
but one can still test around =)
up until now i haven't even clicked the render button once :shrug:
Yeah, we won't be using toon renders for anything. Maybe explosions and lasers, but I've got to see some tests of that first.
fist, did you see that I added some extra interior sketches?
Don't forget to post your info on the credits thread (http://www.cgtalk.com/showthread.php?s=&threadid=49943)
03-25-2003, 12:24 PM
of course i've seen the sketches, they're great - helped me a lot
i've already been busy
there you have the results:
loving this! your sketches are really inspiring kirt :thumbsup:
03-25-2003, 03:32 PM
haha well i should finish that chair soon so u can keep goin ha Fist!? hehe your doing an awesome job! :thumbsup:
in what color is this cockpit supposed to be?
03-25-2003, 08:34 PM
don't know yet, ask kirt :)
i'm just a humble modeler
I'll get some colors done up later ... right now I'm trying to finish the storyboards.
Keep going with the model though. It's looking fantastic!
good lord thats a nice looking model. sweet I can't wait to see it finished.
04-03-2003, 11:04 PM
hello men...remember to send me a version of cockpit model, please...
I would to try to animate alien#1 into his cockpit...
05-09-2003, 12:21 PM
Does anyone know where the original cockpit modeling thread went?
well... i just started a new one
i'm pretty much done with my exams now, they all went very well fyi :D
so now that i can devote a lot more time to this stuff, things will go a bit faster again
here's the first little update on the cockpit
ahh you see if its missing its beacause of one thing.
you only have your borwser set to display things that have been updated in the past 30 days. if its older you are gonna have to crank it up to 60 or so.
looks nice though.
05-09-2003, 06:46 PM
ya that looks awesome dude!
05-09-2003, 07:10 PM
JIII i just tried that,
but the old thread really seems to be gone unless i'm missing something here
It's still there (http://www.cgtalk.com/showthread.php?s=&threadid=49785) you just have to set the display to "beginning" and then go to page 2 to find it.
Interior is looking good BTW ... look forward to more updates on this one. :thumbsup:
05-09-2003, 10:37 PM
Is the HUD's going to distract his view? the driver's view? if it's going to be part of the view, shouldn't it be like...bigger? or smaller, if it's not going to be part?
just a thought, and I have no knowledge of how it would go in real life, my car doesn't have HUD's, only D.E.N.T.S
Don't worry about it. It's a cartoon.
The real pilots of the ship will be the animators. :D
05-10-2003, 12:48 AM
ok, I'll stop worrying bout it...
05-10-2003, 03:59 PM
can't wait to see those guys sitting in there :)
this is the pilot's pov btw, looks pretty ergonomic to me ;)
05-10-2003, 10:30 PM
SUPERB! ... now my little freaky alien need a 'seat' before taking off!
05-10-2003, 11:32 PM
:thumbsup: Superb...very nice!!!
05-11-2003, 06:05 AM
thanks guys :)
well, the seats... RiceManX was supposed to send me some seat-models, but that was a few weeks ago
i guess i'll just have to give it a shot myself now, so we can let the animating commence huh? =)
05-11-2003, 04:21 PM
tell me if i'm posting too many tiny updates :wip:
oh no... i just noticed that i modeled an old chair design... shame on me
but i guess this is a good thing because they just don't seem to fit in ;)
05-11-2003, 10:09 PM
want me to find some references for more cartoonish seat designs? I might be able to find something you can use...:shrug:
EDIT: oh, sorry..
05-11-2003, 10:14 PM
nah, kirt already designed some others (they're in thee space ship concepts thread), i already asked him for a more detailed sketch of a final design
05-11-2003, 10:24 PM
Great job Fist, I am glad to see so many guys working hard on thei project, now only if MaDeuce can get his stuff done (HAHA)....
Any more help then YELL at me..... Congrats on the hard work:beer:
05-11-2003, 11:18 PM
:annoyed: sorry Gerald, but there are no cars for you to model here:wip:
05-12-2003, 12:01 AM
Well cars aren't the only thing I model!!! You guys are doing fine though, oh, Steve cough, cough..:D
fist - You're still doing an excellent job on this cockpit. If I can't get concepts to you in time, go ahead and take a few liberties with the design and I'll let you know if there's something that I don't like. You're doing great! :thumbsup:
There are a few things that I think we can change right now though (see image below). First the leading edge of the console (red line) would probably fit the retro design better if it was consistent through the curve. You have it parallel to the bottom edge as it moves out from the center console. Try and keep the 'V' shape (green) all the way around.
The handgrips (light blue) can be shortened up some. Remember that our pilot alien has some really long arms so we're going to have to make some space for him. Also, move the entire steering wheel closer to the console (purple) after shortening up the grips.
The seats look pretty good, but I still don't like the design and haven't come up with anything better yet. These seats are the only object in the cockpit that aren't rounded and curved. They look out of place. Anyway, you did a good job interpreting the design. The side restraints could be angled out more and the bottom seat portion shortened (yellow) but I wouldn't work them too much as I may end up removing them anyway. :D
hehee ... forgot the image :D
05-14-2003, 12:52 PM
now freedom i like :D
i fixed all the stuff you suggested and went wild on some retro seats ;)
they should be pretty close to your bottom right design
hope you happen to like the seats... but if not it was still good exercise, and it only took an hour or so :wip:
Not that my opinion matters that much, but I realy like it, especially with the new seats.
Nice job :bounce: :thumbsup: :bounce:
05-14-2003, 01:02 PM
what's that box hooked up to the gas tank in the floorboard? is that a gas-powered tv? and why is it in the floorboard? If it remains in the floorboard, shouldn't it be tilted a bit?
EDIT: I love the way the steering wheel turned out!
and nice seats!
05-14-2003, 01:11 PM
Can I have the cockpit NOW!! :)
I would like to ANIMATE Alien#1 inside his cockpit!!
05-14-2003, 01:19 PM
hehe unlevel, all i can really do about that tv is refer you to kirt's sketches :D
05-14-2003, 02:11 PM
wow great job youre doing there fist! :applause:
wirklich starke arbeit ;) grats
05-14-2003, 03:43 PM
ok fist, I'll shut up now! :wip:
:buttrock: I like those seats better, but you'll have to build a better mounting set-up for the bases. They should be attached to the floorboard in some way. The chair legs make them look like lawn chairs and they would probably slide around in the cockpit like this.
Interesting that you went with the design that I originally marked on the sketches as being "too wierd". But I'm glad you did ... they look really nice.
I'm going to take what you have so far and try and draw over what I think the rest of it should look like. Give me a day or so, OK?
Oh ... one more time unLevel, it's a cartoon. Chill out and stop thinking so logically. So what if the aliens have a gas powered TV on the floor. Does it fit the design or does it distract from the other elements? I think it works ... therefore, the aliens are now the proud owners of a gas powered TV. :D
05-14-2003, 04:15 PM
Well i just thought the design would transfer pretty nice to 3d :D
and you're of course right about the mounting...damn ;)
I'll probably make it similar to car seats now, with the ability to slide back (?)
I'm really looking forward to new sketches... but please take all the time you need
05-14-2003, 04:17 PM
KIRT: Do you think we'll work with a mix system (maya, max, whatever....) in the future phases of the production?
cutnpaste - Probably a good question to ask in General Discussions than to side track fist's thread. But to answer your question, anything goes as long as we can do final animations and renders in Maya 4.5 (or latest version ... whatever's available when we get to that point).
This is an educational project still. If someone wants to learn to animate in 3DS, Lightwave, etc. then they can work on animation tests or animatics. Some models are being created in Max, Wings, ZBrush, etc. - as long as we can import the final mesh to Maya. Does this make sense?
fist - Yeah, I think a car seat design is best suited for them. I want the space ship itself to have the feeling of a sporty compact race car. So, it would probably help to add car-like elements. Keys? Formed floorboards? Rear-view mirror w/ dangling trinkets (Death Star, R2D2, Wookie braids, etc.)? You get the idea.
a word for all other modellers - Hopefully, you're taking a good look at this interior and getting an idea of what is possible with my inaccurate perspective drawings. I really want modellers to take some liberties and add to the concepts rather than follow the designs line per line. Modellers are artists too ... show me the creativity while maintaining the design elements of the concepts! Fist, Ila, MaDeuce and Poco really have the style nailed ... learn from their work. :beer:
05-14-2003, 04:57 PM
Yuo're right...there could be no problems if we limit the various kind of graphic programs at the modeling, mapping and texturing phases. (there is the OBJ file format that saves our asses)
For animation tests, too.
For animatic the problem: in my company we use to make animatic directly from the semi-completed scene (in Maya). So, when the times of the animation movie are right...the graphic artists can start with a BIG work already done....the macro movements are done. They have "simply" to refine refine and refine......
Do you want I open a thread of discussion about this?
05-19-2003, 02:41 PM
just finished the weapons control stick, emergency break & seat mounting mechanism..
kirt: *need sketches* :D
05-20-2003, 07:05 AM
:buttrock: great job fist
05-20-2003, 10:49 AM
i just drew in the general shape of the windshield and hull
i guess the whole thing will have toget pretty huge to make the cockpit fit... i hope it'll fit the scale conecpt
05-22-2003, 06:02 PM
need crits :D
05-22-2003, 08:02 PM
I think you are eligible for doing the exterior too! :) would you do that?
05-22-2003, 08:49 PM
hehe sure ;)
i already planned to do one complete integrated model
:eek: Sketches? You don't need no stinkin' sketches :D
GO Man! This is looking excellent! :thumbsup: :thumbsup:
I love the treatment that you gave to the back of the ship and the rounded cockpit looks awesome! Better than I imagined it. I think you're doing a fantastic job with what I've supplied already.
05-23-2003, 08:01 AM
doing what i can ;) ;)
well the other day i was taking another close look at both the interior and exterior sketches and i basically saw everything coming together ;)
i think the existing sketches already supply all the info that is needed, but i guess we're still in need of storyboards - any chance we could put the unfinished ones somewhere safe (our ftp?)
05-25-2003, 06:42 AM
05-26-2003, 12:56 PM
*edit* engine size fixed, damn ;)
05-26-2003, 04:38 PM
but the engine looks too small, from this pov
05-26-2003, 05:14 PM
The project is looking good.I am not a 3d guy but maybe some small wings can be good somewhere...dunno.
Keep it up !
Getting a good quality
I'll try to do the music pitch as good as what i see...
05-26-2003, 05:32 PM
wow, first time I've seen any of this stuff, it looks awesome. Thats one nice interior you have there. Just one question...where's the cup holders?:D
05-27-2003, 06:03 AM
wow fist :thumbsup: :thumbsup: :thumbsup: that totally rocks dood
05-29-2003, 11:04 AM
ok one little problem
the windshield doesn't open wide enough, unless i make it intersect with the hull where i marked it:
what do you think about cutting some slots in the hull, for the windshield to go in?
05-29-2003, 12:01 PM
I think that a simple rotation it will be not cool enough....
...so can you move it meantime you rotate it?
I mean to add a kind of gear mechanism (near the red circle you had drawn in the picture) to slide it forward during the rotation/opening.
Hoping that everything is clear,
c u soon
:twisted: CuTnPaste :twisted:
05-29-2003, 12:34 PM
hehe yep it already does that, it's sliding back and rotating... it's just that the wing / engine is in the way of moving it further back
i thought the whole movement would look something like this:
- first it'll pop up a bit, like it unsnaps from the hull
- then it'll move up & back
- and start rotating a little later
i still have to model the mechanism that actually causes these movements though ;)
05-29-2003, 12:42 PM
model model model! :)
Would it not make it easier to have the wing/engine attached to the windscreen? Then there would be no height restriction!
Anyway love the model!!
05-29-2003, 04:39 PM
just open the windshield...
05-29-2003, 07:39 PM
Why can't the windsheild do a disappearing act like a force field or somthing similiar to that. Like its some kind of amorphous substance? Or something similiar to the way the helmets in Stargate worked on the warriors the way they folded and disappeared into the collar. Just some ideas.
I think you're sliding it in the wrong direction for it to clear the body and wing. Try this sequence:
1. Windshield pops (slight movement upwards and forward)
2. Forward slide (to get the clearance on the ship's hull and wing
3. Rotation (rotate windshield upwards)
Also, if you add the corner piece that's there on the concept illustration (furthest corner near back and bottom) you won't have that problem at all since that bottom corner is part of the ship's body ... not the windshield.
As for the rear wing and engine, I think you should still go larger. It's the main engine on what would be a sport version of a UFO. It would be the equivelant of a Ford Mustang with a supercharger stuffed under the hood.
"More Power ARR-ARR-ARR", says Tim The Toolman Taylor
I'm also having second thoughts about those fins inside the engine cowl. Too much detail which really isn't needed. We can get away with a smoother looking jet intake type design. If not, we'll have to rotate those fins in the animation, which may be a bit distracting.
I know you've done a lot of work on this already and it's looking fantastic! However, my main concern right now is the scale. We need to find a way to increase the cockpit size a bit. I was thinking you could drop the whole cockpit interior down and move it forward more so that the HUDs clear the windshield. Then scale up the seats, steering wheel and other hand controls.
The empty space created around the window sill (by making the changes suggested) can be detailed out with some extra frame detail, mechanisms or electrical wiring (especially that large empty spot in the front).
I really hope these suggestions aren't coming too late in the modelling stage because I'd hate for you to get discouraged. You're doing a superb job on the model and I really want you to finish this thing. It's going to look fantastic when completed! :buttrock:
05-30-2003, 11:21 AM
mh well, the cockpit scaling will take some work, but why didn't i think of moving the whole thing down to make it fit :(
having the main console so far in the back was my main problem.... shouldn't be too much of a problem to fix it the way you suggested
i'll also look into the other issues you mentioned
the windshield frame is not finished yet, it will get more detailed (and have that corner in the back)
but i thought it would move up with the rest, so thanks for clearing things up, this makes the whole moving-up thing a non-issue really
05-30-2003, 01:36 PM
ok i managed to scale everything up a bit
i moved the the cockpit down and rotated it a bit towards the front, then i scaled up the seats and controls as kirt suggested
here's a little avi showing the movement of the windshield (just a quick test)
AlienZ_windshield.avi (861kb, cinepak codec) (http://www.k-dump.net/files/wip/alienz/AlienZ_windshield.avi)
05-30-2003, 01:44 PM
good....maybe an animator can make the animation more "smoothed" but the core of the movement are clear.
Is it possible exagerate the movements, or the model cannot permit big translation of the windshield ???
05-30-2003, 02:14 PM
Awesome Fist! Its reallly shaping up now, just about ready to light it up for space travel!
Kenn :bounce: :buttrock: :thumbsup:
I agree with cutnpaste about the exagerated movement.
I would like to see the windscreen pop out and up a little bit more and have a bit more of a pause before the windscreen lifts up. I guess the sound effects will sell this more as well?
fist, love you modeling skills.
It's been great to come online every day and see the progression of a model and not have to wait days,weeks for just a small update.
05-30-2003, 04:23 PM
cutnpaste: i'm sure you could make this look a lot better in a few secs :D
i just tried to illustrate the basic idea with my non-existent knowledge of animation ;)
it should be no problem to exaggerate the movements, as i said.. i'll try to think of a mechanism that pops, slides & rotates the windshield for you to play around with
BlueCougar & pop: thx a lot guys ;)
I was beginning to think that i might be posting too many little updates, good to hear that some people appreciate that ;)
*edit* oh and what about the scale, i can't make it THAT much bigger, do you think this will suffice ? ila? kirt?
btw ila: "just open the windshield...", i didn't get this initially, sorry :wip:
05-30-2003, 04:31 PM
if you put the model in the shared wwwsite, I can try to exagerate the movements!
Great spaceship ...anyway.....
Fist = First!
Scale looks much better!
"Just open windshield ..." eh :shrug:
It doesn't make sense to define the frame around the windshield if you're just going to have the windshield lift. Either one or the other, not both.
Personally, I like the frame around the actual glass, it gives it some structure and it will make it easier to attach a lifting mechanism to.
The only benefit I can see to lifting just the glass is that the large empty spot in the front of the cockpit is obscured by the frame. But you can still achieve this by cutting that front piece so that it is both part of the frame and part of the windshield. See concept below ...
05-30-2003, 05:10 PM
k i'll do it like this then, you're right about the mounting mechanism
but kirt, which corner "that is part of the body, not the windshield" did you mean then in your previous post? i thought you meant the frame :shrug:
cutnpaste: i managed to export an fbx file with hierarchy and all, i'll only be able to send it tomorrow though
I just looked at my concepts again. I guess it's changed too many times. Sorry. Here's what I mean ...
The yellow part should be the hull of the ship, the red line represents where the window frame would be cut (everything inside this line should lift up with the windshield).
05-30-2003, 07:18 PM
:) aha, hey that's exactly whay I meant, my fault, it was my lazyness to explain that. when I said 'just windshield' I meant windshield with a narrow frame. :D
05-30-2003, 07:52 PM
maybe the windshield can be a sort of "force field" so it doesnt have to open. Would need a special fx guy though or a really good animated texture for when it turns off.
Anyways, the ship looks great, good job:buttrock:
I really dislike the force field idea, so we'll just drop that right now. :D
I just realized on that last markup you're still going to have a problem with that bottom corner (near the yellow part). What you'll have to do is this:
1. Pop the windshield by lifting the rear section only (will pivot at the front edge). Allow enough clearance for that corner to miss intersecting with the hull.
2. Rotate windshield up. Which will pivot from the back end this time. Either have the pivot at the farthest top corner or pivot from the top front leading edge (in front of where the sunroof is).
Either way you pivot the upward movement, I'd like to see the lifting mechanisms just behind the passenger's seats. Sound too difficult without a sketch? Heheheheh:wip:
05-31-2003, 06:12 PM
I'd like to see the lifting mechanisms just behind the passenger's seats. Sound too difficult without a sketch? Heheheheh
hehe damn you kirt :wip:
still have to think of a mechanism... i could use some input on this one ;)
anyway, here's a little avi (http://www.k-dump.net/files/wip/alienz/windshield_pop01.avi) again, just to make sure i got the frame and movement right this time around
i did it like your last draw-over, not like it is in the original concept, not sure if this is what you wanted..
one thing i don't know is if the corner should be part of the big rear-hull part or the frame
also, in the avi the shading on that part looks all wrong... i already fixed that
06-03-2003, 07:50 AM
07-02-2003, 09:07 AM
when do you think we'll have the finished model (just mesh, not textured) ?
07-02-2003, 11:54 PM
finishing it up wouldn't take a lot of time, but i'll only be able to do it after the challenge deadline. all i need to do is some minor fixes and add the bottom headlights. oh and some little props for the behind-the-seats-storage area.
07-07-2003, 05:04 PM
k i decided to render out some views so you can crit this piece to hell.
[the exhausts/turbines are still missing]
07-07-2003, 05:05 PM
07-07-2003, 08:33 PM
Wow that's great...Would be awesome when textured.What is the little holes beneath the hull...hey rhymes..No but the holes close to the front lights...likes three on each side???
07-07-2003, 08:40 PM
BIG FIST IN MY FACE!!
great...I'm still stunned
07-07-2003, 09:57 PM
Sweet Jesus that looks AWESOME, GUESS I should get my rear in gear (hey that rhymes).....Now tha thte other projects are done...:thumbsup:
07-07-2003, 10:54 PM
07-07-2003, 11:07 PM
hehe guys, thanks for the compliments ;)
nothing to crit? good :thumbsup:
07-07-2003, 11:09 PM
we'r waiting for Kirt...the terrible!! :)
07-07-2003, 11:19 PM
hehe yeah me too :D
get in here!!
07-08-2003, 07:47 AM
i decided to render out a turnaround to further catalyze useful critiques :D
oh and to test my new unusual 'renderfarm' (look here (http://www.cgtalk.com/showthread.php?s=&threadid=74364))
ship18_turnaround.avi (XviD, 1.57MB) (http://www.k-dump.net/files/wip/alienz/ship18_turnaround.avi)
Sorry for the exotic codec, but i prefer it to divx because it's arguably better quality and it's not a hacked microsoft codec that they actually want money for :surprised:
you can download XviD right here (http://www.filemirrors.com/search.src?file=XviD-04102002-1.exe)
07-08-2003, 08:26 AM
I think it has few particular objects over the hull....I dunno if it is right, but It seems to be undressed.... :)
Seen it ... don't know if I should say anything. I'm getting the impression that I'm getting a bad rep for harsh critiques. :D
Actually, been too busy today to get a serious critique in. Maybe tomorrow I'll give you the run down. For now though ... go back in this thread a bit. I think I mentioned a few things about the rear engine and wing that could be fixed.
Overall ... it F'n ROCKS MY SOCKS OFF! :buttrock:
07-08-2003, 10:21 AM
common man, make your critiques as harsh as they have to be. i want to get this model off the assembly line you know. put a "finished" stamp on it so i can move on.
i think you mentioned something about the scale of the engine way back, but i already fixed that and i think it looks like in the sketches, tell me if anything is still wrong when you have the time!
07-08-2003, 10:32 AM
Yes Kirt!! we are joking!
Without your severity this forum will be down in a few days
The ship turnaround "stutters" on my PC. I don't think it is supposed to do that. Anyway ... it's difficult to view without giving me the impression that I'm having a psychotic episode. :D
07-09-2003, 01:05 AM
mhh no it's not supposed to do that, runs totally fluid here :shrug:
07-09-2003, 01:10 AM
I get the same effect running it in window media player with the codex as well as Winamp...stutter city....
07-09-2003, 01:45 AM
It's good for me...!!!!
07-09-2003, 01:50 AM
elfing bard: good to hear that. it runs on both my desktop and notebook, don't know what's the problem, probably different codec versions, though i never had a problem with that. if you have an old xvid version maybe try the one i posted above :shrug:
here's the thing in divx4 flavor (http://www.k-dump.net/files/wip/alienz/ship18_turnaround_divx4.avi)
07-09-2003, 01:54 AM
oh by the way, some notes:
- the fuel lid is on both sides because it's still mirrored
- in the video there's a gap between the cockpit (towards the rear-end) and the hull, i already fixed that
Hope that helps ... :D
07-09-2003, 07:53 PM
ok kirt none of that should be a problem.. except for those side hatch and front bumper lines *arrgh* :insane:
If it's too much of a problem on the hatch and bumper, just leave it ... we'll make do. I was just trying to make room for the guns to pop out. Not really a big concern though.
Can you render a view for me that shows the back side of the cabin (3/4 rear view, maybe a close up of this area)? I want to draw over it to work out a few ideas for those alt thruster engines. Since you made the rear of the cockpit more organic in shape, it's made me reconsider the previous ideas I had for them.
07-09-2003, 08:42 PM
ok i already fixed everything except the hatch lines, those are really a lot of peons work.. i'll probably do it later.
oh and you have to tell me that they have to open earlier :D.. right now it's just some lines on the hull, i'll have to remodel them anyway if they have to open up
also, i'll need to know how the inside of the engine is supposed to look now, it's see-through empty.. any references maybe?
now here's your back view..
See that's why you need to read the other threads ... it was already mentioned that the hatches would open for guns. :D
reference image 1 (http://www.aero-pix.com/brunswick/mig17/mig17-d.jpg)
reference image 2 (http://www.mapsairmuseum.org/images/Mig17B.jpg)
referrence image 3 (http://www.aviation.ru/MiG/17/MiG-17_c.jpg)
reference image 4 (http://www.ghostsquadron-ggw.org/aircraft/images/mig2.jpg)
reference image 5 (http://www.airliners.net/photos/small/0/2/6/282620.jpg)
reference image 6 (http://www.awm.gov.au/korea/images/other_images/260309_s.jpg)
reference image 7 (nice one!) (http://4020.net/awm/014.jpg)
07-09-2003, 11:04 PM
sorry kirt, I think I'm not a good modeling director! ... hehe! I didn't think about things you have mentioned, cause I don't know what happens in your brain! :D but I can manage to sort all the meshes, texturing work, rigging, transfering and stuff like that! ... :p
back to work.
07-09-2003, 11:10 PM
mh must have missed that hatch thing, i think i've read almost everything :shrug:
ok thanks for the ref pics, they should do it ;)
07-10-2003, 01:36 PM
hey kirt, also put sketches of the hatch opening mechanism and the weapons system on your to-do list (harhar) :wip:
Already on my "long overdue" list. :hmm:
07-23-2003, 11:26 AM
har, another thing i need: a more detailed sketch of the pilot & co-pilot display if you want it to be accurate, or should i just start designing the stuff?
07-24-2003, 07:58 PM
Just wanted to congratulate fist for his impressive work. It's been two months since my last visit to this forum, so this was a very nice surprise.
I wonder if you could post a high resolution wire of the interior? If it's not too much trouble, that is.
07-24-2003, 09:44 PM
thanks for the compliments. here's your wire:
and a new render too, just playing around :D
07-26-2003, 01:19 AM
Man that model is so wicked... Would you be so kind as to either PM me or post here the reference images for the Space ship it self? I would love to see them!
07-26-2003, 01:43 AM
thanks man, you can find the ref images right here:
07-26-2003, 01:48 AM
Thats just the forum index? I think you forgot something on the link
07-26-2003, 02:15 AM
oops, how did that go wrong :blush:
07-26-2003, 02:31 AM
Kirt says its on his website, but I can't find it for the hell of me! His site is: http://www.cell2000.net/~users/kirtstanke/ i'm guessing but I can't find it on there :( I really wanna see em.
*edit* Its also not at http://18.104.22.168/ila_solomon/ which is whre the concept images where at one time I think...
07-26-2003, 02:47 AM
Ok, I was able to find 3 good concept images when I found out where kirts image directery was. Does anybody know where ila's new site is?
07-26-2003, 08:14 AM
yes! it's www.ilasolomon.com
but there are not Alienz concept works there, you can easily find them here: http://www.cgtalk.com/showthread.php?s=&threadid=49917 (the official thread!)
probably you didn't notice this link: http://www.cgtalk.com/showthread.php?s=&threadid=56302
This is my alienz directory. I plan on adding a page on my site when I get around to finishing up the new site design.
07-30-2003, 01:20 PM
here's the updated fbx version of the space ship, pm me if you want the login.
http://www.kaistavginski.de/files/projects/alienz/private/ship21fbx.zip (~1mb) (http://www.kaistavginski.de/files/projects/alienz/private/ship21fbx.zip)
07-31-2003, 06:02 AM
I just love those dashboards/cockpits,and this is one very nice job Fist.Love the whole look and style.I think you have given Kirt's concept great justice here,nice work all around.:beer:
Also the whole project,it's going to be a very interesting outcome,keep at it guys,it's all coming along very nicely.:thumbsup: :beer:
fist - this is an image of the bottom of the ship.
Maybe not a final design but it shows the basic structure of what I'd like to see with the devices on the bottom. The outer ring (with the 3 smaller circles) will rotate around the center stationary dome. The small circles are meant to be anti-grav or propulsion devices. The larger dome in the middle serves different functions (gene re-sequencer, transporter, tractor beam) in the film.
I'm attempting an animatic with Maya PLE to demonstrate how the propulsion ring works. Basically, each of the three devices is orb-like and rotate in their position like an eye in an eye socket. When the ship is flying they act as lifters to keep the ship aloft.
They will rotate away from the center of the ship when the ship gets closer to a planet's surface (to stabilize). They point towards the planet's surface except when ship becomes inverted In space they can be used to slow the ship's forward movement by pointing in the direction the ship is traveling
I'll post a link to the animatic when I have it done. It may take a week or so, I'm just now realizing how much I've forgotten about Maya (it's been awhile). :argh:
I'll have those other drawings for you as soon as I can, I really want to see this ship finished. It looks fantastic :buttrock:
08-30-2003, 12:55 AM
ok kirt, great stuff. i love it :D
rest assured that i'll be ready to model all of this as soon as you get the sketches & animatic my way :wip:
08-30-2003, 01:12 PM
hey kirt. i went ahead and remodeled the round hull part, before doing any more work on it it had to be fixed. i'm tempted to say the lines on the surface and the headlights are now dead on accurate to your bottom-sketch and the last drawovers. the weapon bays are now seperated and can open up.
i also put the ring on the bottom in place.
08-30-2003, 03:09 PM
Cool, you need to do a little flying animation with it with the bays opening and the propulson working. Maybe as its dogfighting a tie fighter or something:D .
08-30-2003, 04:44 PM
hehehe cougar, sure i can do that in no time, maybe tomorrow morning before i go to work ;)
seriously though. kirt mentioned the possibility of animatics, so i'll probably do some animations in max once the model is finished, even though it probably won't be used in the final product. or maybe we could even render the space scenes in max, that would be another possibility. but all faar off.
kirt: what material is the windshield made of btw? can you look inside from the outside?
It should be a dark reflective material, like limo tinted windows. I think if we see inside the ship it will become too busy to look at in many scenes.
We'll cut scenes to the interior of the ship, so the viewer knows that the aliens are there. However, in most of the exterior shots the hero will seem to be interacting with the ship rather than the aliens.
This is why I said earlier (somewhere in one of the threads) to treat the ship as a character. The ship will squash and stretch in several scenes and will react as a character would to the hero's actions.
Which is why I also suggested several different model files for the ship. exterior high poly for closeups exterior low poly for wide shots exterior sqash and stretch model exterior bottom detail and working mechanics of gene re-sequencer exterior working mechanics of weapon bays & guns exterior working mechanics of mechanical hands exterior working cockpit and interior detail interior detail (set for all alien shots)... these are just the ones that I can think of right now.
08-31-2003, 03:41 AM
ok kirt, no problem. i'm pretty sure all of this can be done with the existing model. as you know it's one complete model so everything you want to do with it should work. for wide shot's we can just use the non-subdevided version, it's got enough polys to not look all edgy. the squash and stretch can also be done without problems. it's all seperate objects so all the interior doesn't need to be processed for exterior renders, we can just hide those objects.
i don't see any need for seperate models. in shots where we don't need the intricate mechanical parts(ie bays are closed) we can just hide them. when the models is far away we can decrease sub-d levels to speed up the renders
08-31-2003, 07:41 AM
Tonight is the first time I actually checked out this thread. I was so impressed with the early stages I actually read all 11 pages of comments and watched your progression. :applause:
Excellent job Fist! You roll with the punches well and match up to Kirt's vision. I like the changes that have been made to the ship and agree with your guys' choices so far. I can't wait until I can see this thing in action. :drool:
Now that I know about this thread, I'm definitely coming back. Oh, and I know you have a whole lot figured out as far as designs for this project, but if you ever need any concept ideas I'd love to help. If you have any secondary designs that still need to be created, let me know. I'd give em a shot and you could use the ideas if you wanted, but no offense if you didn't. Keep up the good work!
09-05-2003, 07:45 PM
Fist if your interested i have my orrigional model that i had started. Even though pooped out on u guys, i think i got pretty far. So if u want to look at it or use, your more than welcome to my friend. This is the old Rice Manx btw.
fist - Well if you can see through the annoying watermarks, I've uploaded two playblasts of the bottom of the ship in action. This is probably more suited to the animators, but it should be helpful for you designing the model on how they'll operate.
The files are here - sorry no compression available at work so I tried to keep the files small (http://f1.pg.briefcase.yahoo.com/bc/danean_stanke/lst?.dir=/kirtstanke/alienz&.view=l)
On the ship landing test you can see how the outer lights rotate outward when the ship approaches the ground (for stabilization) and how they also point towards the ground (arrow outline) when the ship is in motion to propel it in a specific direction.
Hey fist, can you send ila the latest ship file. The one that I have doesn't have the new hatches.
09-12-2003, 10:51 AM
on it's way.
it already has the propulsion device now.
09-12-2003, 01:32 PM
for everyone: the latest spaceship fbx files can be found here:
pm me if you want the password
09-12-2003, 02:32 PM
Which is the right file??
ship21fbx.zip (I suppose NO), ship22b_fbx.zip or ship22fbx.zip?
09-12-2003, 02:33 PM
so....are you guys still using the f2o.org account?
09-12-2003, 02:39 PM
cut: ship22b_fbx.zip :rolleyes:
unlevel: i can use that one if that's more convenient for you guys. i don't have the login yet, can you give it to me unlevel?
09-12-2003, 03:03 PM
oh, you don't have it??!!
it's not for my convenience, as I'm not directly working on this project, I was just supposed to be hosting it :rolleyes:
I'll pm you the info pronto! (*shock* so sorry, the head of modellers didn't have ftp, please don't linch me!)
09-12-2003, 03:14 PM
i'm not the head of the modelers in any way ;)
anyway, it's not your fault, i just didn't ask for it, i guess my server does it just the same. but it may be more convenient if we have it all on one server. plus everyone has ftp access to it. :blush:
09-12-2003, 03:19 PM
oops, my bad, I keep getting you and ila (he's head of modelers?) mixed up...
You were on my list to send info to, like months and months ago, sooo sorry...
If you want to use your own server, that's fine, this is just a free account I wasn't using so I thought i'd try to be nice and let you guys use it....
09-12-2003, 03:29 PM
post your models to unlevel server....in this manner all people of the project can get them easily.
09-12-2003, 05:36 PM
done, check the alienship dir
09-14-2003, 09:48 PM
hey kirt, any news on the ship sketches and/or your maya previz? can you say when you will have something ready?
I'm working on it during slow time at work. I don't work weekends so ... M-F I'll do what I can.
I have an idea of what I want, but I want to make sure that it works correctly in 3D. The guns are tricky since they occupy more space than the spaceship allows.
I'll do some block modelling to check movement and then when it's working I'll draw details over a screen capture for you.
I did post 2 movement tests. Check back a page or two in this thread for the link to the files.
09-15-2003, 10:01 AM
The guns are tricky since they occupy more space than the spaceship allows.
No problem! It's Cartooon! we can scale up/down the gun systems when they come out or get back in. ;) like what Chuck was doing.
09-15-2003, 10:21 AM
k no problem, just wanted to get some sort of schedule :)
i downloaded the videos when you posted them, as you know i already modeled the bottom
09-30-2003, 04:14 PM
just keeping myself occupied. i'm polishing this both for the project and for my reel. cleaned up the models, reworked the seats, and polished the lighting. oh
and i started working on the interface designs.
and a nice little high res, complete render: ship24e_1280.jpg.jpg (1280x1024, 100kb) (http://www.kaistavginski.de/files/projects/alienz/renders/ship24e_1280.jpg)
09-30-2003, 11:04 PM
:eek: .........................Love those "Holograms"......as I do the rest of this ship,as I mentioned before,great work on the dash/cockpit fist.two thumbs up.:thumbsup: :thumbsup:
09-30-2003, 11:32 PM
thanks buddy :beer:
still working on the holo displays. the graphics on the pilot display is just a simple outline :scream:
One thing that's remained constant in this thread ... everytime you post an image I immediately 'right-click-save'. Those latest renders look really great!
I think you should use up as much space as you can on the hologram projector though. The trailor could be scaled up about 50% and placed higher so that it's easier to see (as long as it doesn't project through the windshield).
I haven't been getting much done on the ship recently. I'm finding that it's been way too long since I worked in Maya and my progress is being hindered by it. I'm thinking that I should just post up my crappy sketches and let you go at it. You obviously know what you're doing and you'd do an excellent job at creating the guns with simple guidelines to follow.
I'm not going to say when I'll get the images online, because I tend to get swamped with other things when I do so (forcing me to miss the deadline mentioned). I'll get to it soon ... that's the best I can promise right now.
10-01-2003, 02:50 AM
everytime you post an image I immediately 'right-click-save'
that's quite remarkable seeing how i tend to post lots of pics & iterations without substantial changes :hmm: seriously though, thanks for the compliments kirt.
here's a little fix-up again. i'm trying to work out a lighting / materials scheme that's not totall confusing :shrug: any ideas are very welcome.
do you think all the silvery stuff will be ok for the cockpit? imo violet/blue tones & orange plus the metallic parts works great , but i haven't gotten any input on this subject from you yet.
about the sketches: as i said on the general discussions forum, just post them! as long as there's a way to figure out how everythings supposed to work we'll be fine... just give me something to work on :wip:
I like the material, it has a nice brushed aluminum look to it. Although I think a bit of color in there would help break up the redundancy of the texture. I was kinda partial to the putty look you had on some of the earlier renders (see below)
I think a bit more warmth to the color would be nice with the aluminum accents on the gauge faces and trim (Radio/CD player faceplate, trim around the gauges, arms on steering column, foot pedals, etc.). With the two different tones it'll give it more of that sports car interior that I'm looking for (leather and billet aluminum type). Kind of like the interior of a Porsche or some other exotic sports car.
Of course we'll have to go though and (with the help of a talented texture artist) make it look not so squeaky clean. Try it out with the two basic tones and I can point out areas that become too busy to look at.
oh ... I'll get you something to work on ASAP.
10-01-2003, 06:51 PM
ok changed some things again. some parts didn't really work with colors kirt, espacially the bigger ones. i think it would be best to go with aluminium / black leather and some little color accents here and there like you suggested. i went with some red parts..
the footpads now have sort of a rubber finish. i added some chrome trims to the gauges and some other chrome bits. i also revised the cd player a little (added the coolest red trimline ever :cool: )
also thought of a setup for the holo displays.
the projections are hovering discs inside the thicker discs. there are several of them, stacked above one another, each of them has the dimmed projection on it. from the front they all line up, so the image is sharp. but from the side you see the individual discs and the image becomes blurred :D
10-03-2003, 11:13 AM
wow fist, you never cease to amaze with your great sence for modeling vehicles. all looks nice, very inspiring!
looking forward to see it textured. just remember to keep it simple for the cartoonish look. keep on :wip:
10-03-2003, 10:44 PM
thanks fellah. i'm glad you found your way in here :)
Originally posted by fellah
wow fist, you never cease to amaze with your great sence for modeling vehicles. all looks nice, very inspiring!
wanna trade in for some of your character skills? j/k :beer:
01-15-2006, 03:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.