View Full Version : wipEout-- adrenalin rush

19th May 2006, 03:00 PM
Hi again,

I am going to post my progress about my attempt at recreating the PSX wipEout intro at new graphical standards here. (please take a look in the Pilots lounge (http://www.wipeoutzone.com/forum/showthread.php?t=3256) for further details )

O.k. here are screenshots and early clayrenderings of modeling in progress. Hope you like them.

drone (http://www.ag-systems.net/images/test_14.jpg)
station (http://www.ag-systems.net/images/test_9.jpg)
lifter (http://www.ag-systems.net/images/test_10.jpg)
craft_front (http://www.ag-systems.net/images/test_12.jpg)
craft_bottom (http://www.ag-systems.net/images/test_13.jpg)
platform_1 (http://www.ag-systems.net/images/test_15.jpg)
platform_2 (http://www.ag-systems.net/images/test_16.jpg)
drone_wire (http://www.ag-systems.net/images/drone_wire.jpg)

19th May 2006, 03:17 PM
Is this Maya or 3ds Max?

19th May 2006, 03:19 PM
This is all 3ds max. I will model everthing in 3ds max/ Hexagon 2, all other aspects will be done in Maya/ Mental Ray.

19th May 2006, 03:24 PM
I am a Multimedia student @ ITT-tech so I know Max, if you want any help:sonar

EDIT: check out my final project (in progress, when done he will be animated - probably by the end of today;))
*Removed my image - forgot about forum guidelines for a moment:P*

19th May 2006, 03:31 PM
hehe, thanks for offering your help, but I might get along on my own.
Btw. when you say you know 3ds max you should have identified the wireframe screenshots within a second as 3ds max ones since its very obvious. :)
Good luck with your project.


19th May 2006, 03:34 PM
Btw. when you say you know 3ds max you should have identified the wireframe screenshots within a second as 3ds max ones since its very obvious. :)

Well, that's why I asked since I don't know/use Maya;)

EDIT: plus a first I just glanced at them, but now I notice that one is of the perspective viewport and the XYZ thing in the lower left.

19th May 2006, 04:30 PM
welcome to the zone, Tora. :)

That are awesome pictures you have there! definitely!!
Been inspired by the Pure-renderings for the ship, huh? ;)

I really look forward to this. If you've really started just a week ago, that is a absolutely awesome speed you're working at when getting such nice results in such a short time!

But, just as a note beside, make links to the images insted of posting them directly in here (read the forum guidelines at the max. image size - thing for this)

20th May 2006, 08:49 AM
Updates. Plus an early arrangement of the hangar. Appears a little too crowded currently, maybe I'll widen the hangar a bit. I still have to create the ceiling, the outer environment plus a ton of more details...
I am still not sure which racetrack to choose for the outer scene... Maybe I create an entirely new one.

Hangar_1 (http://www.ag-systems.net/images/test_18.jpg)
Lifting platform (http://www.ag-systems.net/images/test_17.jpg)

20th May 2006, 01:46 PM
holy crap! that's some mad skills you got there! can't wait to see the whole thing with textures on it!

20th May 2006, 02:21 PM
thanks all. :)

New update sometime this late (very late) afternoon possibly.
am currently adding details to the hangar...

20th May 2006, 07:12 PM
And when you do post them, post them as links - you have broken the forum rules by posting excessively large images.

20th May 2006, 08:12 PM
Yes, I am sorry for that. I used links within my last update. Should I replace my initial images with links instead of inline images?



Edit: Done.

20th May 2006, 10:25 PM
As I said in the other thread you made Tora 2097, I can't wait to see it all finished! :)

20th May 2006, 10:52 PM

hangar_1 (http://www.ag-systems.net/images/test_20.jpg)
hangar_2 (http://www.ag-systems.net/images/test_21.jpg)

scene_overview (http://www.ag-systems.net/images/screenshot_1.jpg)

20th May 2006, 11:40 PM
Tora, you have started two threads on the same topic in two different sections; I've closed the other thread.

21st May 2006, 11:45 AM
Tora, your work is awesome!
Especially how you make the craft looking traditional but smooth and curved as well. A mix where both people are happy, those who like smooth and curved ships and those who like edged ships!

Keep on the good work!

21st May 2006, 12:10 PM
Thanks a lot for your comments. I kinda prefer edged ships, the one I modeled here kinda resamples the ag-systems craft from Pure with a touch Piranha from 2097. But it isn't fiished yet, I still have to to some kind of covering for the bottom, since all the pipes and angled structures would be aerodynamically very unefficient.
I also widely prefer monohull ships over dualhull ones, they appear much more elegant and sleek (at least in my opinion).
Anyway, the hangar and its element are near complete (modeling wise), but I am still thinking about the outdoor environment... I had a cracked cityscape like in 2097's Spilskinanke in mind, although under strong sunlight conditions as seen in wipEouts original opening. What do you think? Any suggestions? Or maybe an entirely new racetrack?

21st May 2006, 12:34 PM
hm, gute Frage... wenn du den "Spirit" des originalen Intros beibehalten möchtest wäre ein Tarrain wie das des originals natürlich am besten. Oder du versuchst einen Mix aus alt und neu. Etwas ähnliches wie Florion Height aus WipEout Fusion vielleicht. Da ist 'ne Stadt in der Wüste. Das wäre dann "2 in 1" ;)

PS: das Intro spiele doch in einer Wüste, oder nicht? :rolleyes:


hm, good question... if you want to keep the "spirit" of the original intro, a tarrain like the original's would be the best choice. Or you try to make a mix between old and new. Something like WipEout Fusions Florion Height maybe. There's a city in a desert. That were "2 in 1" then ;)

PS: the intro was in a desert, wasn't it? :rolleyes:

21st May 2006, 12:49 PM
Yeah, I want to keep the the spirit of the original, but make it look like an intro from the year 2006. I am sure they had a lot more ideas back in 1995 but just couldn't to achieve it due to technical boundaries. (there are technical boundaries today as well of course) :)
The original played in a valley surrounded by mountains in the far distance... kinda desert like. A few buildings here and there a birds eye camera at the beginning and another one focusing on the ships once the platform has reached track-level.
Because of todays greater possibilities I am planning to greatly expand the environment though not entirely sure how...
My intro will also differ a lot in terms of camerawork and speed. While the original had a similiar speed throughout the entire duration, I am going to speed it up slowly with the climax around the time when the ships are being released from their platforms.
I think of a duration around 2 min in total @30 fps in HD 720p.

21st May 2006, 07:52 PM
I'd love the track for the cam fly-over in the intro to be Terramax, but that's just me ;) it has a steep climb and a huge jump near the finish line, plus, it is set in a cool landscape, so it would be perfect for the clip imo.

21st May 2006, 10:34 PM
I agree, something similar to Florion Heights and Terramax would be best. :)

Smoothly Does It
22nd May 2006, 12:34 PM
I'd like to join the crowd and say how good your modelling is, recently been using 3ds Max but this work is amazing, good luck in pulling this one off.

For setting, I'd say something more Vineta K might be nice, Pure was done in a clean and very modern way, it's very up-to date with the tech-ier, but cleaner style of visuals in use a lot ATM. But that's just what i think, whatever feels right to you mate :hyper

22nd May 2006, 06:46 PM
Thanks for all your nice comments, I still have not decided about the environment... But I bear in mind that only a very small portion of the track will be seen anyway, so it would be kinda hard to just recongnize a certain track with barely the finish-line in sight. So I might just model my own design, updated to a sleek futuristic design, most likely a cityscape.
Meanwhile I have continued working on the hangar, i.e. the ceiling. Check it out:

Ceiling (http://www.ag-systems.net/images/test_25.jpg)

The hangar is near finish now, I will add the needed extra polish to the mainparts, finalize the craft and export it afterwards to Maya.


23rd May 2006, 07:08 PM
Hi again, I finished the shipdesign, it'll be exported for texturing now.

front (http://www.ag-systems.net/images/test_29.jpg)

perspective (http://www.ag-systems.net/images/test_26.jpg)

perpective_back (http://www.ag-systems.net/images/test_28.jpg)

23rd May 2006, 10:30 PM
That looks great, even though it's naked (in the sense of body paint ;)). Can't wait to see how you adorne it. :D

24th May 2006, 05:01 AM
Hi Zerow, it will be painted in the colours of (you might have guessed it already) in red, white, black- the colours of AG-Systems.

24th May 2006, 05:59 PM
Congrats for working hard on that : this is definitely good job : go on ;)

24th May 2006, 10:29 PM
Heh, I kind of guessed it was going to be dressed like AG-Systems by the "Let's be friends?" line shown above one of the shots of the ship. Also, the name of the site is a bit of a give-away. :)

26th May 2006, 09:06 PM
When will the textures be mapped? Decals?

27th May 2006, 07:01 AM
Hi all,

I am currently painting textures for the ship, it takes quite a while though.
Texture size is 4096*4096 only for the hull...
btw. I could post the UV template here for everybody who would like to create his/ her own design and would like to see it applied on this ship. For all people not familiar with UV mapping refer -for example -to this (http://www.enriconencini.com/tutorials/part2/section3.htm) this article for further information.

UV_template (http://www.ag-systems.net/images/uv_template.jpg)

caution, large image (800k)

27th May 2006, 02:49 PM
texturing in progress.

front_tex (http://www.ag-systems.net/images/test_32.jpg)

back_tex (http://www.ag-systems.net/images/test_33.jpg)

27th May 2006, 04:24 PM
WOW! AWESOME details!!!! this ship looks so realistic!

This is the best I have seen!!!!

Keep it up!


27th May 2006, 11:34 PM
Superb attention to detail, Tora!

Great job, keep it up! :)

28th May 2006, 02:53 PM
thanks everyone, still a long way to go...
here is the drone robot :

drone_tex (http://www.ag-systems.net/images/test_35.jpg)

28th May 2006, 04:37 PM
Wow. That is really amazing.

Even when would like a more clean livery (for the ship) more. Not too much destruction. and a bit bump mapping here and there.
But that is just my personal taste.
With that I really don't want to say your work is bad, cause it definitely isn't. It's amazing.
Two thumps up!

White Hen
28th May 2006, 05:38 PM
Very impressive work!

28th May 2006, 06:21 PM
Tora as i told you before , this is just brilliant like Stin said above : i ve never seen that before : the details, the texture, the design of that hybrid AG/Piranha.
Studio Liverpool should have a look on this and hey! why not sending your CV to them when your studies will be finished for a next wipeout.
I'd be proud to fly with your AGP one day ;)

Keep us dreaming dude :clap

28th May 2006, 06:51 PM
This is absolutely amazing, Tora! You sure would be a great addition to the team working on the next w'o''!

28th May 2006, 09:44 PM
Thanks to everyone for their kind words. :) While the first texturing results came out pretty nice, please bear in mind that this whole project is HUGE and it will definitely take me a few months to finish this one.
On the other hand I want to create a cinematic in a quality never seen before in a wipEout game. The rendering of this animation will most likely keep my computer busy for at least a month 24/7...
here is a another little appetizer for you. The station you see on the left is an element which wasnt there in the originnal, think of it as a energy supply or fuel cycle device. One of the three drones is hovering over to this station, active it by interacting with the monitors and thus initializing the startup sequence. The station is build in a way that it lifts its upper part up a bit and then rotates to the left in a parking position.
(note: texture on the station is unfinished)

station (http://www.ag-systems.net/images/test_36.jpg)

29th May 2006, 10:55 AM
*Images cooperation with Sumi*

Btw: has anybody seen him?

29th May 2006, 02:23 PM
Tora this is superb :clap !!! Can't wait to see more. I hope there are more people like you so there will be more Wipeout titles to come. And then i am more than happy to pay for it!!

29th May 2006, 02:34 PM
thanks a lot mates!

I decided to add a Feisar and a Quirex ship to fill up the starting grid and I need 3 different ships to crush through the wall like in the original.
Feisar ship is already in the works, Quirex will follow.
Unfourtunately I only have a few hours spare this week, so updates might come slowly.

29th May 2006, 05:20 PM
We all understand that this kind of art won't appear in just few hours of working. Take your time do what you can do , we can wait np ;)

29th May 2006, 11:18 PM
Aye, stuff like this can't appear in an instant. Just take your time to make sure everything's perfect Tora, there's no rush. :)

2nd June 2006, 06:01 AM
Holy Sh!t, those textures are awsome:o - I'm really jealous:clap

You Rock!:guitarhttp://www.vbaexpress.com/forum/images/smilies/023.gif http://www.vbaexpress.com/forum/images/smilies/jawdown.gif

3rd June 2006, 03:38 PM
Back to work.
here is Qirex [R&D]. Feisar will be finished soon.

Qirex (http://www.ag-systems.net/images/test_39.jpg)

3rd June 2006, 03:40 PM
I forgot: Both qirex and feisar models will not be on the same level as the ag- systems ship, since their purpose is just to fill up the starting grid. Because of that they are basically empty shells with no detailed engine, winglets, etc.
Their detail comes mostly from the texture applied to them.

3rd June 2006, 10:31 PM
Even so, the Qirex ship still looks superb, Tora.

Can't wait to see Feisar!

4th June 2006, 09:34 PM
Feisar is coming. :)
I will now begin to model the environment and the track.

Feisar_front (http://www.ag-systems.net/images/test_41.jpg)

5th June 2006, 12:41 PM
good work as well, but I would have liked a more traditional Feisar more.
Just my personal taste though.

5th June 2006, 04:41 PM
Yep, it is personal preference. I absaloutley love the style of his designs. Good luck to you on it.

5th June 2006, 08:02 PM
Thanks for all your input guys, really appreciated! I actually spend more time on the textures that on the models since I would run into hardware restrictions otherwise. Both the Qirex and the Feisar are relatively simple models, all their detail comes from their texture. I have around 10 ships visible for a few moments and cant go for highpoly models in this case. (except for the AG- Systems ship of course).

Anyway, I am making (rathe slow) progress on the support device for the ships, take a look.

Support device (http://www.ag-systems.net/images/test_43.jpg)

5th June 2006, 10:14 PM
The Feisar looks awesome! :D

Again, keep it up Tora!

6th June 2006, 03:15 PM
:clap +1 Tora

10th June 2006, 01:41 PM
Finished the lifting ramp and the support device.

Lifting ramp (http://www.ag-systems.net/images/test_46.jpg)

sup_front (http://www.ag-systems.net/images/test_48.jpg)

sup_persp (http://www.ag-systems.net/images/test_47.jpg)

10th June 2006, 04:58 PM
man, this is truly amazing stuff, again.
just one question: why do you go for the rusty look? just out of interest. isn't this stuff supposed to be brand new and shiny? it's not like you'd find rust ANYWHERE in current day racing leagues like F1 or motoGP... don't get me wrong, I like the look of the rusted metal stuff, but it doesn't really fit with futuristic racing leagues IMHO. I understand that the craft itself would be worn and scratched, but the lifting mechanism and the stuff that happens in the hangar wouldn't really be affected by weather or wear&tear, would it?

10th June 2006, 09:30 PM
Amazing... again ... :cowboy

your ' rusted ' design, i just love it, now i can try to understand your feeling : it's like going back to the roots of Wipeout. imo 2097 was the best in term of atmosphere ( darkness & so ) and best design of the ships . For me you took those elements and your own style to create something amazing : the combination of old stuff we love & modernity.

Not sure if i am clear on what i am saying but hey just go on fellow designer ;)

10th June 2006, 10:10 PM

You've got a vaild point here. As I stated before I am creating world in which wipEout is hard, dark, dirty and merciless. The action takes man and machine to the limit and the ships, props, environment reflects just that.
The hangar equipment etc wouldn't probably look that worn, but I want to make them visually more appealing (the dirt and scratches add a lot of life to the objects and makes them appear less fake/ CG)+ thats how I see wipEout.
I agree that some parts defy logic in some ways but thats just my vision. :)

I think Old asayyeah is right when he says that 2097 had the best style/ atmosphere in that manner and I use it as a guideline for my work.



11th June 2006, 01:11 AM
The best atomosphere is imo actually the one that was never really used for a WipEout.
I mean the time between the F9000 and the FX300.
Woha that times has an atmosphere (so from that what I read) that combines 2097 with high-end technology. It always reminds me on Vohl Square 3's character (the original in Fusion of course) somehow.
Some Buildings high and clean and others dirty and dark.

Maybe inspiration for the track design?

Hybrid Divide
14th June 2006, 03:38 AM

How did you learn to texture like that?

I'd like to be able to recreate the original AG Craft design.

Hands down, your work is the best I've seen short of offical stuff.

Can't wait to see more!

14th June 2006, 02:34 PM
Thanks Vagrant Logic!
I am currently creating the pilot for the AG Systems craft- it will be Daniel Chang.
If you look closely at the original you'll notice a scene in which the pilot turns his head in the cockpit checking his instruments maybe.
I plan to enlargen this scene with a more detailed view of his face looking really strong-willed and merciless. It will last just a few seconds but it adds life to the entire animation to see a few human characters here and there.
I unfourtunately can only spare 1 or 2 hours a day currently so progress comes slowly (but steady).



14th June 2006, 03:44 PM
here (http://www.wipeoutzone.com/images/wipeout_1_render_1024by702.jpg) is a render of the 1. WipEout showing a pilot as well. Maybe not much of him, but maybe it can help you with modelling :)

just realised it's the Qirex pilot...

14th June 2006, 07:32 PM
Thanks Sausehuhn, that's a very cool image. I admit I have never seen this one before, looks great.
here is my early version of Mr. Chang. his suit looks horrible atm but with the camera movements I have in mind you will most likely not see much of it anyway. Focus will be on his face - just for a few seconds just before the hangar opens its doors. You'll see the lights of his flight instruments reflecting in his visor and stuff like that.

Daniel Chang (http://www.ag-systems.net/images/test_50.jpg)

14th June 2006, 09:30 PM
That image was done by Lee Carus, an original concept art renderer on the first Wipeout development team, which did the first two games in the series.

14th June 2006, 11:01 PM
note that the qirex pilot is wearing an AG-SYS Helmet...

as for Tora's work: sorry I have to be the ass giving you criticism all the time (because I really, really never ever could do it better than you...), but I have to say I am not very fond of the helmet. to me, an AG racing helmet has to have features like oxigen support and the likes, same as seen in fighter jets. furthermore, a visor wouldn't be of any use other than to collect sweat, since all AG craft have closed canopies and the HUD is displayed on the front windshield, at least if you go by the 2097/xl intro.
Mr. Chang himself does resemble his original picture though, very well (even though I'd LOVE to see you do John Dekka instead, he was my hero back then.)
keep up the amazing work!

15th June 2006, 02:17 PM
@Lance: Thanks a lot for the info, I didn't know the fact. That image kinda comes VERZ close to my vision of wipEout, and is one of the best representations of what wipEout is all about. (at least in my opinion)

Thanks for your crtitcs man, I really appreciate that. I had a look at some wipeout fusion helmets and found a few of them look very nice with that kind of visor, but yeah, XL had a HUD displayed on the windshield. A HUD on a visor has the benefit that you can get needed information regardless of where you're looking at. Maybe you'd want to take over an oppopent on the left and are turning your head to side. Then it would be beneficial to have all neccessary information displayed on your visor instead on your windshield. (just my thoughts,in reality I doubt one would be able to even pay attention to any kind of HUD when racing along with 400 mph with rockets exploding around you :)
And be sure that I'll add a lot more details to the helmets geometry. It was just an early version.



15th June 2006, 07:55 PM
hehe, thought the same, eL ;)

Tora, I've a few high-res-renders on ym HHD showing several helmets of the pilots. If you're intersted in those just say it and add me on msn or icq so I can send them to you. :)

15th June 2006, 08:41 PM
An updated version of him. Looks better I think, the helmet has a different design and is more detailed.

Daniel Chang2 (http://www.ag-systems.net/images/test_51.jpg)

15th June 2006, 09:34 PM
I agree, the new helmet looks much better than the last one.

Keep up the good work Tora! :)

16th June 2006, 10:39 AM
I like that one a lot better, too, although it doesn't look futuristic enough imo, more like a current technology helicopter pilot helmet.
okay, I'll stop nagging now... ;)

17th June 2006, 08:50 PM
another update, this time with textures. I think that he is now worth to be a wipEout pilot.
I actually took him further than I intended to, since he will not get that much screentime.
Hope you like it,


Daniel_Chang_textured (http://www.ag-systems.net/images/test_57.jpg)

17th June 2006, 09:28 PM
He looks excellent now. 8)

Again, great job Tora.

18th June 2006, 04:21 PM
great work Tora!

...since he will not get that much screentime
then give him some more ;)

19th June 2006, 02:57 PM
That is what a stillframe from the animation might look like. The background is still a bitmap (sorry, forgot the original artist), its 3D pendant is finished but not yet textured. 12 min a frame (including all layers) on a Dual Xeon 3.2GHz.


high_res (http://www.ag-systems.net/images/test_64.jpg)

19th June 2006, 04:59 PM
he looks like a clay or wax dummy, but over-all excellent job:+ http://www.helpbytes.co.uk/images/mess6/smileys/79.gif

19th June 2006, 08:20 PM
here is a !very! rough animation preview of what I have in mind with him. He is checking his instruments and the moment the gates above him starts to open he lifts his head up in reaction starring into the light (thats why his visor turns black).
He then gains his concentration back---> ready to race .... well...something like that..

Animation preview (http://www.ag-systems.net/videos/wipEout_1.wmv)

(12 sec, around 1 MB in wmv format)

Yeah, I am still struggeling to get the skinshader to look just right, its a very difficult task. I'll see what I can do to improve it.

19th June 2006, 08:41 PM

19th June 2006, 09:51 PM
That was brilliant, even though there's a lack of detail and the animation is rather rough!

I cannot even begin to imagine how mind blowing this is going to be when it's finished!

23rd June 2006, 09:47 PM
The pilot can be considered finished meanwhile, so I started to texture the hangar and its objects.
The scene brings my hardware to the absolute limit while rendering, I need to double my RAM from 2 to 4 GB to able to continue. I already had to buy a new Graphics card + 500GB storage to be able to cope with the expected 10000+ layers of uncompressed tiff files in 720p...
Anyway, here is the early hangar:

Hangar_alpha (http://www.ag-systems.net/images/test_74.jpg)

23rd June 2006, 10:42 PM
That hanger looks nice so far.

Yet again, this is superb stuff Tora. :clap

24th June 2006, 12:45 AM
pretty gloomy in there, ey? ;) great work!

24th June 2006, 09:12 AM
awesome stuff, as eL already said.

But (just as an idea) you could make more light sources in the room, not just one. maybe also in different colors, to get a better atmosphere. With the right lighting you can get almost every mood you wanna have.

24th June 2006, 10:37 AM
There will be of course more light sources. Every Monitor will emitt light, the drones will have flashlights attched to them, the ship has position lights etc.
But the final lighting is something that will be done in the very last steps. That makes sense, because more light sources adds to rendertime (which is alreday high). So I go with a reduced light setup in the stage of texturing.
The mainlights however will be a blueish light from behind the corner to the left and the intense orange light that starts to rotate once the starting squence has been started. The ship will be hit by hard sunlight once the ceiling starts to open and so on.

24th June 2006, 11:51 AM
sounds sweet, can't wait to see it!

24th June 2006, 10:14 PM
Yup, can't wait to see it either Tora. :)

25th June 2006, 01:46 AM
animation = brilliant
Hangar = brilliantissima

Stunning project imo

25th June 2006, 11:08 AM
thanks all! :)

this time its just a small update. This one shows the door the first drone will fly through into the hangar. It them enables its flashlights, hovering over to the support station and initializing the startup sequence. All the monitors starts to flicker and turn on, the ships positionlights turn on etc... (well, thats the theory... :)

Door_textured (http://www.ag-systems.net/images/test_81.jpg)

25th June 2006, 10:02 PM
It is supposed to look a little more like this:

Door_hangar (http://www.ag-systems.net/images/test_84.jpg)

25th June 2006, 10:05 PM
I'm running out of words to praise your work... looking very nice! btw, when are you planning to have the clip done?

25th June 2006, 10:17 PM
I believe it will take me another 2 to 3 months. (1 month alone for the rendering, postprocessing, editing, soundmixing, compositing etc.)
Plus I still gotta do the outer environment, I have the basic layout done though.

25th June 2006, 11:50 PM
screenshot? maybe? :rolleyes:

26th June 2006, 10:58 PM
Heh, I was thinking the same thing.

An early screenshot of the outer enviroment, Tora? :)

1st July 2006, 08:35 PM
these images and the project progress make me speechless. absolutely stunning work!! keep up

SuCCeSSoR [666]
25th July 2006, 03:12 PM
This looks very VERY good man.
Keep up the good work.
I looked at this thread with jaw on my desk. :D

25th July 2006, 03:35 PM
So you're only 3 foot 5? ;) j/k

So, Tora, long time no update! Please don't tell us you stopped!
Hope to hear/see from you soon!

25th July 2006, 07:22 PM
No, I surely have not! It is just that I have been in Berlin for a freelance job and couldnt do any work on my wipEout project. :(
Another thing is that I am about to move to another city, which will eat up my time almost completely...
But don't worry, I'll be back! :)

26th July 2006, 09:44 PM
Good to hear from you again Tora. :+

Sorry to hear you've been too busy to make any new progress, and won't be able to for a while longer. But as long as you don't abandon this project completely, I can wait! :D

30th July 2006, 08:07 PM
wo ziehste denn hin? bin ebenfalls (leider) ehemaliger berliner :P

31st July 2006, 12:01 AM
Please always include the English translation of the message, since this is an international English language forum.

16th August 2006, 06:39 PM
Sorry guys, this is just a small update and a rather old one too, I'll post some new stuff on saturday/sunday probably.
I am atm regathering sources and analyzing certain aspects about this project. In clear words: I am checking up what is possible to do and what is not, but everything seems fine. The track makes me a few headaches though. I have the layout done, meaning the shape of the circuir and a few main buildings but there are still a gazillion things to do. I suppose this animation to be finished at the end of this year (makes a nice christmas surprise. :)

Hangar_props (http://www.ag-systems.net/images/test_86.jpg)

16th August 2006, 11:12 PM
Here's hoping this is finished at the end of the year, t'would make a very fine Christmas present! :xtree

18th August 2006, 03:31 PM
Just a veeeery small glimpse of what is to come, here is a 10sec rendered piece of Daniel Chang in his ship. I loaded a preview of this scene up a few months ago, but this it is rendered in full HD 720p glory.
Things that are still missing: Motion blur, Depth of field, quality anti aliasing, the correct background + a few minor modeling and texturing details and of course sound.

Chang_sequence_1 (http://www.ag-systems.net/videos/sequence_1.wmv)

21st August 2006, 07:24 PM
one word:


keep going!

22nd August 2006, 08:14 PM
Thanks eLhabib, although character animation is my weakest point, I am quite satisfied with this result.
I started animating the hangar yesterday, lots of things to consider, I need a good timing and pace for all the objects.
Keep you updated,


7th September 2006, 10:49 AM
Happy Birthday, Tora, and as a present you give to us some new screens of your progress!

...oh, wait, I think I messed something up here, YOU are supposed to receive presents :D

7th September 2006, 02:00 PM
Jou, Herzlichen Glückwunsch! :cake

(don't have to translate that, right?)

But I like Martins idea of giving us new images as you have birthday ;)

...So celebrate the day. Hope you've got as good weather as we have here in North Rhine-Westphalia :)

10th September 2006, 04:14 PM
Wow, thats really nice friends! :)

I unfortunately don't have any new things modeled or textured, I have just rigged and animated a few things in the hangar- mainly the lifting platform.
I will start working again on this animation in october when I am done moving to Berlin, started my new job etc. All that distracts me too much atm.

Stay tuned,


9th October 2006, 11:11 AM
Hi guys,

just wanted to tell you that I now live and work in Berlin and started to work on my animation again. I added better and more hard- and software to speed up my work too.
expect new WIP's soon. :)



9th October 2006, 12:48 PM
that's great news! hope you like living in Berlin!

9th October 2006, 07:46 PM
Great man!
As eL said I hope you like your new home.

I'm already happy about the new renders :)

10th October 2006, 12:21 AM
Good to hear from you again Tora.

Looking forward to seeing some more development!

3rd November 2006, 01:03 PM
Yes, it took me a few months but I am back on track! Berlin is great and my new job is great as well. Everything is settled for now , so I came back to my wipeout project with fresh inspiration and energy.
I started on the exterior and track layout, below is a link to my first thoughts about it. needs an enormous amount of work still, but I can see the end of the road on the horizon. :)

Click me (http://www.ag-systems.net/images/exterior_comp.jpg)

3rd November 2006, 03:24 PM
oh man, this thing is soo cool, that any frame from your layout could be a wallpaper, for sure. can't wait for the final results as well, this thing is going to be tha bomb!

3rd November 2006, 04:15 PM
yeha! You're back on the track, mate :)
That stuff is already awesome, really, it already is!!

This project is going better and better with every new screen you put here.

Maybe you don't need any idea cause you already have enough, but I'll give them anyway:
Add more small things on the ground later. Maybe some small buildings, maybe even some grass/trees (the future should go back to the nature ;) ) but also some industrial stuff. And a lot of billboards and things like that (just browse the thread, there are a few links posted).

And I'm glad you like your new home :)

3rd November 2006, 05:15 PM

need any more be said that is very very nice :D
keep it up i can't wait to see the finished thing


3rd November 2006, 09:15 PM
Woo! The exterior looks great already! Once it has some more detail, it'll look awesome. :hyper

28th December 2006, 04:54 PM
Back to work.
here is Qirex [R&D]. Feisar will be finished soon.

Qirex (http://www.ag-systems.net/images/test_39.jpg)

All WipEout engineers in the world are thanking you every moment in their life.
Your work cant be appreciated enough. For real! I dont know how to show
you my respect. But this needs to be finished:
I dont like the orange cockpit of the qirex ship. Please alter the
color into dusty wine-red or something in that direction. (Ok, who am I
to demand something like that, but I have to)
10 years ago I dreamed of a WipEout cinema movie, but your movie
is the thing Ive been waiting for. Shakespeare would say, that Ive
only written words, but I hope you understand.
with kind regards,
qirex research & development

edit: here are some bg's from a friend

bg01 (http://www.r3tr0.de/bg/r3tr0_qirex-rd_01.jpg)
bg02 (http://www.r3tr0.de/bg/r3tr0_qirex-rd_02.jpg)
bg03 (http://www.r3tr0.de/bg/r3tr0_qirex-rd_03.jpg)
bg04 (http://www.r3tr0.de/bg/r3tr0_qirex-rd_04.jpg)

Hybrid Divide
13th May 2007, 09:15 AM
Any recent word on the status of this project?

13th May 2007, 11:53 PM
Dunno but those screenies look rad.

14th December 2009, 01:17 PM
Anyone in contact with Tora 2097? I'd love to see this amazing project getting somewhere but it seems like he's abandoned it. I sent him a pm but no reply.

14th December 2009, 02:42 PM

22nd December 2009, 11:41 PM
Gutted for not even being able to see the WMV files. I read this from page 1 to here with my jaw open. Amazing work, inspirational too. Tora clearly is talented. Wipeoutastic stuff.

Mate, come back, update us, even if it's going to take more time, don't leave it at this!!! :)