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#21
Posted 18 December 2016 - 09:40 AM
#22
Posted 18 December 2016 - 10:35 AM
Kilroy, on 01 November 2016 - 04:25 AM, said:
(Would like to note:
The official weapons on Alpha Assault as per the Battletech scenario FASA used to plan the introduction scene (by doing an actual match) were:
Two ER PPCs.
Two UAC/2s.
1 ton of ammunition.
17 double heatsinks.
Those are UAC/2s he is firing, not MGs. (They in fact disable the Summoner's PPC. Sadly he wasn't a match for a point blank LB-10X to the cockpit).
#23
Posted 18 December 2016 - 01:10 PM
You have a bright future ahead of you.
#24
Posted 18 December 2016 - 07:00 PM
Koniving, on 18 December 2016 - 10:35 AM, said:
The official weapons on Alpha Assault as per the Battletech scenario FASA used to plan the introduction scene (by doing an actual match) were:
Two ER PPCs.
Two UAC/2s.
1 ton of ammunition.
17 double heatsinks.
Those are UAC/2s he is firing, not MGs. (They in fact disable the Summoner's PPC. Sadly he wasn't a match for a point blank LB-10X to the cockpit).
Ah, I hadn't seen that anywhere before. If I ever redo it, I'll keep that in mind.
#25
Posted 18 December 2016 - 08:42 PM
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Edited by Hoffenstein, 18 December 2016 - 09:13 PM.
#26
Posted 19 December 2016 - 07:32 PM
Now aside from that old Ghost Bear's Legacy cinematic, we've never actually gotten a chance to see a jumpship "jump". I decided to go with a bit faster and more visually interesting than previous descriptions, which usually just boiled down to an instantaneous disappearing and reappearing or passing through an invisible wormhole. Now before someone jumps on me for putting a planet so close to the ship, I'm relying heavily on artistic licensing. There does need to be an object in the starfield behind the ship to give the viewer a proper idea that it is a wormhole, as just having stars was a little confusing to those I showed it to in earlier iterations. This isn't quite finished but it should give you an idea of what is to come.
Edited by Kilroy, 19 December 2016 - 11:47 PM.
#27
Posted 21 December 2016 - 10:32 PM
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Edited by Kilroy, 21 December 2016 - 11:48 PM.
#28
Posted 23 December 2016 - 07:19 AM
Give him an eye-laser!
#29
Posted 07 January 2017 - 01:24 PM
#30
Posted 09 January 2017 - 02:07 PM
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In all seriousness I'll be able to continue work in about a week. I'd be happy to take any suggestions into consideration until then as I am still in the early stages of making this one.
#31
Posted 09 January 2017 - 03:29 PM
Kilroy, on 09 January 2017 - 02:07 PM, said:
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In all seriousness I'll be able to continue work in about a week. I'd be happy to take any suggestions into consideration until then as I am still in the early stages of making this one.
No Urbie? What heresy is this!?
#33
Posted 12 January 2017 - 05:19 AM
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Alright, back at it again. I made some minor changes to the scene such as reducing the transparency of the crystals. Sadly they nearly tripled the render time of each frame, so that had to be altered. Luckily I also found a way to get better lighting while actually reducing my total render time by roughly 75%. I have also finalized my picks for what mechs will and won't be in this animation and it will more or less boil down to a lance of defenders with combat vehicle support against an unsupported lance of raiders/scouts.
As always, I am looking for any vocal talents to assist me for those interested. You can contact me through the direct message system on this forum.
Dialogue script is still WIP.
As an unrelated note, after I complete this I am planning on taking a break from making Mech animations to create something either completely original or from another IP. It will depend on my mood after this is done though.
#34
Posted 27 January 2017 - 08:02 PM
https://vid.me/fLp7
I have also begun migration to Vidme, rather than Youtube for a myriad of reasons.
https://vid.me/Farseer_Animation
Edited by Kilroy, 27 January 2017 - 08:10 PM.
#35
Posted 06 February 2017 - 05:11 PM
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Wasn't a huge fan of the previous HUDs I was using, so here's my attempt to recreate the MW2 IS HUD.
Now animated.
Edited by Kilroy, 06 February 2017 - 09:48 PM.
#36
Posted 09 February 2017 - 10:54 PM
I am asking because I am very interested in making videos as well. And I enjoy these alot.
#37
Posted 09 February 2017 - 11:28 PM
Nathaniel Johns, on 09 February 2017 - 10:54 PM, said:
I am asking because I am very interested in making videos as well. And I enjoy these alot.
I'm currently using Lightwave for all modeling and animation work as well as After Effects for compositing. For editing audio and video I use Premiere. Photoshop/Gimp each come in handy for editing individual images and textures.
All of the models are my own and it is not rendered using any game engine, though that would be nice.
Audio elements are all from mechwarrior 2/3/4 and are not mine though. Music of course varies per video.
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Edited by Kilroy, 09 February 2017 - 11:35 PM.
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