Page 3 of 7 FirstFirst 1234567 LastLast
Results 41 to 60 of 131

Thread: wipEout-- adrenalin rush

  1. #41
    Join Date
    May 2006
    Location
    Heerhugowaard, The Netherlands
    Timezone
    GMT + 1
    Posts
    2,243

    Default

    Tora this is superb !!! 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!!

  2. #42
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    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.

  3. #43
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,006

    Default

    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

  4. #44
    Join Date
    Apr 2006
    Location
    Wales
    Posts
    688

    Default

    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.

  5. #45
    Join Date
    Nov 2005
    Location
    upstate New York, USA
    PSN ID
    q_dmc12
    Posts
    1,716

    Thumbs up Woooow!

    Holy Sh!t, those textures are awsome - I'm really jealous

    You Rock!
    Last edited by q_dmc12; 2nd June 2006 at 06:06 AM.

  6. #46
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    Back to work.
    here is Qirex [R&D]. Feisar will be finished soon.


    Qirex

  7. #47
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    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.

  8. #48
    Join Date
    Apr 2006
    Location
    Wales
    Posts
    688

    Default

    Even so, the Qirex ship still looks superb, Tora.

    Can't wait to see Feisar!

  9. #49
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    Feisar is coming.
    I will now begin to model the environment and the track.

    Feisar_front

  10. #50
    Join Date
    Feb 2004
    Location
    Germany
    Timezone
    GMT + 1
    PSN ID
    sausehuhn
    Posts
    3,329

    Default

    good work as well, but I would have liked a more traditional Feisar more.
    Just my personal taste though.

  11. #51
    Join Date
    Aug 2004
    Location
    UK
    PSN ID
    o_fluff
    Posts
    909

    Default

    Yep, it is personal preference. I absaloutley love the style of his designs. Good luck to you on it.

  12. #52
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    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

  13. #53
    Join Date
    Apr 2006
    Location
    Wales
    Posts
    688

    Default

    The Feisar looks awesome!

    Again, keep it up Tora!

  14. #54
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,006

    Default

    +1 Tora

  15. #55
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    Finished the lifting ramp and the support device.

    Lifting ramp

    sup_front

    sup_persp

  16. #56
    Join Date
    Jan 2005
    Location
    Vienna, Austria
    Timezone
    GMT + 1
    PSN ID
    eLhabib
    Posts
    4,395

    Default

    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?

  17. #57
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
    Timezone
    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,006

    Default

    Amazing... again ...

    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

  18. #58
    Join Date
    May 2006
    Location
    Germany
    Posts
    58

    Default

    @eLhabib

    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.

    Regards,

    Tora

  19. #59
    Join Date
    Feb 2004
    Location
    Germany
    Timezone
    GMT + 1
    PSN ID
    sausehuhn
    Posts
    3,329

    Default

    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?

  20. #60
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Tora, BEAUTIFUL WORKS!

    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!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •