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3DMacross Plus YF-19

eosmusashieosmusashi4 Posts: 0Member
edited January 2017 in Work in Progress #1
Hey guys and gals,

This is a WIP of my current project, I'm doing a Hasegawa 1/48 YF-19 from the Anime OVAs/Movie Macross Plus, but the twist is that it's fully transformable :D

The bulk of this adventure will be told in my personal blog: https://eosmusashi.wordpress.com, so feel free to visit!

I'll upload mostly images from the WIP which started in 2014, and will update it as I make new ones.

Feel free to ask questions about the process!! I'm fairly new to CG creation, I've been mostly an animator my whole professional life, so I grabbed Blender 3d two years ago, and I've been learning it since then.

LATEST UPDATE:
160906-4.jpg?w=640
Post edited by eosmusashi on
Greeble_Gremlin
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  • eosmusashieosmusashi4 Posts: 0Member
    Modelling:

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  • eosmusashieosmusashi4 Posts: 0Member
    Everything was going merrily until I reached this point:

    0906.jpg
    0913-3.jpg
    0914.jpg
    yf-19-fighter.jpg

    The triangular door on the back was only on one side, but I had been modelling it mirrored. I figured I would get rid of the right one afterwards, but then I started wondering if I wasn't going too hi-poly and complex. So one thing led to another, and I decided to start again from the beginning, using a more efficient lo-poly system and then smoothing the meshes, and doing things like the panel lines as normal maps instead.

    1006-3.jpg
    Old version left, new version right

    1002.jpg
    New version left, old version right

    Here's where I also decided to cut it into separate parts for transformation. Originally I was just going to model the plane, non-transformable.

    1006-2.jpg
    Greeble_Gremlin
  • eosmusashieosmusashi4 Posts: 0Member
    So once this hiccup ended, time to finish the modelling at full steam:

    1012.jpg
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    Quick transform test using the separate pieces:
    1024.jpg

    1024-2.jpg
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    Greeble_Gremlin
  • eosmusashieosmusashi4 Posts: 0Member
    Modelling of head
    1030.jpg

    Seat
    yf-19-cockpit-external.gif?w=960&h=444
    1108.jpg?w=960&h=930

    Inside of cockpit
    1103.jpg
    1108-2.jpg

    Stick, Thruster and Rudder pedals
    1114-2.jpg
  • eosmusashieosmusashi4 Posts: 0Member
    Refining panels
    1126.jpg
    1126-2.jpg

    Landing gear
    1201.jpg
    1203-5.jpg
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    Wing spoilers
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    Gun
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    1213.jpg

    Comparison to the Hasegawa model
    1216-3.jpg
    4485967566_b5c18a9e0d_z.jpg

    [video]
    Greeble_Gremlin
  • eosmusashieosmusashi4 Posts: 0Member
    Rigging

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    150507-2.jpg
    150510.jpg

    Arm mechanisms modelled and added
    150513.jpg

    Flight surfaces
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    Arms too skinny so re-shaping them
    150518-2.jpg
    150521.jpg

    Hand modelling
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    150524.jpg
    150524-2.jpg
    150525.jpg

    Inner inlet joint
    150529.jpg

    Knee joint
    150530.jpg
    4839391882_151647b029_b1.jpg
    150530-2.jpg
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    Battroid mode tests
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    150602.jpg
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    GERWALK mode rig
    150609.jpg
  • eosmusashieosmusashi4 Posts: 0Member
    150612-2.jpg

    I had to add colours to the bones because Jesus Christ
    150613-2.jpg
    150613.jpg

    Control shapes created
    150617.jpg
    150619.jpg
    150621.jpg

    Some posing
    150623-3.jpg
  • BarricadeBarricade198 Posts: 180Member
    Awesome, so you did decide to post it here after all.
  • eosmusashieosmusashi4 Posts: 0Member
    Barricade wrote: »
    Awesome, so you did decide to post it here after all.

    Yup!! Thanks for the tip!

    Assigned bright colours to the different parts to test the intersections while transforming
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    Added a position light
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    Folded configuration in Battroid mode
    150710.jpg

    Mechanism of doors to close gaps
    150716-2.jpg
    150716.jpg

    Increased details on the head
    150719.jpg

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    150719-6.jpg
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    150720.jpg
  • BarricadeBarricade198 Posts: 180Member
    One thing I'm wondering about is, if you ever decided to 'bulk up' the arms to what they appear to be in the anime, rather than what the model looks like. Because there is an extremely noticable difference between the two.

    Same goes for the backpack thrusters in Gerwalk/Battroid, which you designed to look completely different then how it appears in the anime, and from what I can remember of the model (I own the Arcadia one, while its a friend that owns the other versions), its still different. In that the vents on the backpack aim 'down' while in Battroid mode and are mounted at a near 45 angle piece that looks like a hump on the back. While your version is completely flush to the back, and there isn't a hump shape.
  • eosmusashieosmusashi4 Posts: 0Member
    Barricade wrote: »
    One thing I'm wondering about is, if you ever decided to 'bulk up' the arms to what they appear to be in the anime, rather than what the model looks like. Because there is an extremely noticable difference between the two.

    Same goes for the backpack thrusters in Gerwalk/Battroid, which you designed to look completely different then how it appears in the anime, and from what I can remember of the model (I own the Arcadia one, while its a friend that owns the other versions), its still different. In that the vents on the backpack aim 'down' while in Battroid mode and are mounted at a near 45 angle piece that looks like a hump on the back. While your version is completely flush to the back, and there isn't a hump shape.

    Thanks for the comments! The arms are beefed up a bit more in the next part of the modelling/rigging process, but I could only make them as wider as the mechanical size allowed me without trespassing anything important. Since I'm trying to solve this as realistically as possible while keeping the proportions from the Hasegawa plane, there's a lot of compromise going on.

    Yeah, the backpack was a nightmare :D and it's still got some updates coming up. I began based on the movie and Kawamori's designs, then the Arcadia model, but the proportions were way too different in the Hasegawa and I had to keep layering up parts of the body together to keep it "compact". So the model lost some of its authenticity, which could have been more consistent to the toy's proportions, but I don't like that fat neck the toys have, compared to the sleek silhouette of the scale model. Hope this explains some of the decisions!

    Added some more detail to the shoulder plate thrusters, based on the movie
    150721.jpg

    Modelled intakes
    150721-2.jpg

    The beefed up arms fitting in that small area
    150721-3.jpg

    Increased resolution of the flaps and spoilers
    150721-5.jpg

    Realized the engine thrusters looked too low resolution so fixing that
    150721-6.jpg

    Added a heat shield cover to make up for the small size of the backpack compared to the toy
    150721-7.jpg

    150721-8.jpg
    150721-9.jpg
    150721-10.jpg
    150721-11.jpg

    Updated thrusters
    150722_2.jpg

    Feet mechanisms according to the VF-19 Variable Master File book
    150723.jpg
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    150725-4.jpg
    150725-5.jpg
  • eosmusashieosmusashi4 Posts: 0Member
    Rigging continues for the transformation sliders to easily switch between fighter, GERWALK and Battroid modes

    150726.jpg

    Now on to some comparisons of the changes done to the mesh! I love these ones
    150726-11.jpg

    150726-12.jpg
  • SchimpfySchimpfy396 Posts: 1,632Member
    Wow.:o

    Just...wow. That's some awesome work so far. I can't wait to see this in action. Looking forward to updates. :thumb:
  • eosmusashieosmusashi4 Posts: 0Member
    UV Mapping: ABSOLUTELY THE WORST PART OF THE PROJECT

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    I guess some people enjoy this part... I didn't. :mad:
  • eosmusashieosmusashi4 Posts: 0Member
    Having done the UV maps, I started adding some textures:

    150905-2.jpg
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    I had to start writing notes on the texture parts to remember what was what:
    150914-5.jpg
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    Drawing panels
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    Integrating the diffuse colour with the normal map and adding a specular map
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  • BarricadeBarricade198 Posts: 180Member
    *is somewhat stumped that nobody seems to really be replying at the moment*

    We need to grab a few folks from Fractal's thread....
  • Hunter GHunter G1905 Posts: 543Member
    Now this is a cool project. The rigging seems insanely complex!

    And I concur with UV unwrapping being the worst. :P
  • eosmusashieosmusashi4 Posts: 0Member
    Adding warning labels and signs

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    Testing some shading with lighting
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  • Knight26Knight26191 Posts: 837Member
    Love this, one of my favorite Valkyrie designs.
  • SchimpfySchimpfy396 Posts: 1,632Member
    Oh my goodness. I was not expecting this much progress from the last time I checked in to this thread. Amazing work so far. I'm still pretty clueless when it comes to unwrapping since I haven't had the time to learn how so this is blowing my mind.
  • eosmusashieosmusashi4 Posts: 0Member
    Schimpfy wrote: »
    Oh my goodness. I was not expecting this much progress from the last time I checked in to this thread. Amazing work so far. I'm still pretty clueless when it comes to unwrapping since I haven't had the time to learn how so this is blowing my mind.

    I'm updating a lot of progress nowadays because this is old stuff I had posted a while ago on my blog, but once I get up to date to where I'm at, I'll try to keep it consistent, if a bit less chunky :) Thanks for commenting!
  • eosmusashieosmusashi4 Posts: 0Member
    Gun material

    151109.jpg
    haward.jpg?w=933&h=645
    151112-2.jpg?w=960

    Posing with the gun like he's an IRA member
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    Shoulder inside
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    Details
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  • BarricadeBarricade198 Posts: 180Member
    Could you do a zoom in around the foot area while this is in GERWALK/Battroid mode? I think there's a spot there that you missed in sealing off. There's an image back on page 2 of the YF-19 in GERWALK from a 3/4 Low view that gives a view of the leg and up into the exhaust area, and you can physically see the turbine from an angle that should be partially concealing it, not revealing it. Otherwise your downward thrust is going to be murderous for hovering (also it'd be wrecking the hydraulics).
  • eosmusashieosmusashi4 Posts: 0Member
    Barricade wrote: »
    Could you do a zoom in around the foot area while this is in GERWALK/Battroid mode? I think there's a spot there that you missed in sealing off. There's an image back on page 2 of the YF-19 in GERWALK from a 3/4 Low view that gives a view of the leg and up into the exhaust area, and you can physically see the turbine from an angle that should be partially concealing it, not revealing it. Otherwise your downward thrust is going to be murderous for hovering (also it'd be wrecking the hydraulics).

    I'll take a look! I think there are some more renders later on of the feet, so I'll try and see what's wrong there.

    Cockpit UV mapping
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    160122.jpg?w=933

    I tried a colour system to see things easier in the image map
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    Paneling and texturing begins
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  • EighthEighth0 Posts: 0Member
    Stunning work man, I imagine many hours poured into this baby. Love the Robotech universe and the superb work you have done.
  • BarricadeBarricade198 Posts: 180Member
    eosmusashi wrote: »
    151023.jpg?w=960
    Found the one I'm talking about.

    The turbine can be clearly seen above the 'toe' of the foot in a way that looks really odd, as some of the thrust from it would be hitting the actual 'toe' itself, and the hydraulics linking to it, if its exposed. I think there's supposed to be a solid, if flexible 'sleeve' of some kind that fits over the hydraulics and on either side of the toe & heel, to keep the thrust pointing down, and/or so it doesn't wash over exposed parts.
  • eosmusashieosmusashi4 Posts: 0Member
    Eighth wrote: »
    Stunning work man, I imagine many hours poured into this baby. Love the Robotech universe and the superb work you have done.

    IT'S NOT ROBOTECH IT'S MACR... just kidding, thanks man.
  • eosmusashieosmusashi4 Posts: 0Member
    Barricade wrote: »
    Found the one I'm talking about.

    The turbine can be clearly seen above the 'toe' of the foot in a way that looks really odd, as some of the thrust from it would be hitting the actual 'toe' itself, and the hydraulics linking to it, if its exposed. I think there's supposed to be a solid, if flexible 'sleeve' of some kind that fits over the hydraulics and on either side of the toe & heel, to keep the thrust pointing down, and/or so it doesn't wash over exposed parts.

    I've done a bit of fixing ever since that pic, but the problem still needs work to be actually stupid-less, as in the mechanisms for the feet were taken from the Variable Fighter Master File book, which don't have the exhaust as a moving part, but as a fixed thing that is part of the engine (the feet act as the variable nozzles to direct the exhaust fumes) but then, once it's planted as feet in GERWALK, they have to rotate quite a lot to stand up in that shape. Then, the same feet go through the fuselage, no matter how much I try making it look like the cartoon.

    So my solution was to move the mechanisms of the feet, with the feet, down in that transformation mode, so the feet can stand on the ground, but the exhaust of the turbine is now pointing the wrong way. Dang it! Either I make it a moveable part when in that mode, so it doesn't go through the feet mechanisms, or I come up with some hidden plates and stuff to hide the issue. Haha! And that's how obsessive fixes work. Thanks for the note!
  • eosmusashieosmusashi4 Posts: 0Member
    tumblr_n9y22jdwta1s5oxc0o2_500.gif?w=640
    tumblr_nbg8j0tx8y1tn7e6io1_500.gif?w=640

    Best part of the cockpit is the VEC (Virtual Environment Cockpit), a live projection of the outside on screens underneath the seat so it gives an open surrounding feel of the exterior. I just loved that from the YF-19, and this is how I came up with it for my version:

    I created a camera from the point of view of the pilot, but facing down with a very wide lens, so it covered the whole area of the screens. Then I rendered a frame of the bottom without the plane, just the background.

    wallscreen.jpg?w=960

    Then, from that exact same camera, I did the UV unwrap of the screens geometry, and applied that render as a texture. Blender supports image sequeneces as textures, so it's only a matter of rendering the animation from that camera, and then applying the image sequence as texture to the screens.

    160323.jpg?w=933
    160323-2.jpg?w=960

    Another, ehem, picture I tested to look for more details and trying to make it look seamless
    trump.jpg?w=960
    160327.jpg?w=933

    Test with an HDRI background:
    160327-2.jpg?w=960
    160327-3.jpg?w=960

    Transparent layer for the HUD
    wscreen.jpg?w=960
    160329.jpg?w=933
  • eosmusashieosmusashi4 Posts: 0Member
    The HUD was made using a rig I created of three different rings that are constrained to the world coordinates: A gyro compass that aims at the same global direction but rotates with the cockpit, an attitude indicator that tilts and rolls but keeps aiming at the front, and a roll indicator (the one in this gif) that rotates with the plane roll and also tilts with the attitude indicator:
    tumblr_nbg8j0tx8y1tn7e6io1_500.gif?w=640

    160402.jpg?w=640
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    This animation took forever to render!
    yf19.gif?w=933&h=701
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