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BEAVeR

Star Wars Regulator
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Everything posted by BEAVeR

  1. Holy bantha, GREAT news this is! I don't know how you did it, but you managed to keep the best of your original model, while adding in the modifications I always wanted to see. The cockpit is in a better position now, and still it has the full field of view, which keeps the reason for the existing of this prototype valid. The addition of the astromech is very welcome, and that system to get it in there without loosing details is just ingenious! It might even be the first time you build play features into your amazing models . In fact, you even managed to squeeze in more details, making it a very, very succeded and Star Warsy ship. I'm in awe... and you even added the red dishes without loosing the A-wing cannon look. The more I look at it, the more I appreciate it. All those new details keep popping up, and not one isn't fitting. I have nothing to add... nothing but the fact that it is still a bit strange that the incom logo appears underneath an Imperial fighter... Now the only thing it needs is some black paint, some wafels and a printed windscreen, and tada, the latest addition to the Imperial fleet is there. Imperial engineers are truely craftsmen... Since this has become an Imperial freebuild, the points should be awarded accoringly . But for now, all the credit goes to you and your amazing skills (mainly because, with your new powahs, I should be very friendly with you - congratulations by the way, and this build shows you will do just fine). I hope to see the story continue!
  2. Yeah, it seems like every one is experiencing a very busy period. I have my exams (yikes!), and there are a lot of problems I have to solve for my entry. The custom decorations was one problem. And making realistic looking vegetation is a real pain in LDD with all those collision errors. That's what mainly slows me down, and the fact that I have unlimited pieces, isn't helping me either to keep it small. Then, my scene turned out to be a bit boring, so I decided to add in a vehicle. Now I just need some more vegetation and an entire irregular base, and a decent title, and then I can present it. But you can see things continue, no matter how slowly. And the fact that I always post way too long comments on other people's builds isn't helping either (but I do like it!). The thing that is slowing me down most though, is the fact that it has to be good enough to be worthy of a blog...
  3. O yes, another amazing TIE from our TIE specialist! The wings on this one are a real gem. They're hard to get right with the slanted grey lines, but your version is just perfect, and it's incredible how that technique works and fits very well. It's also interesting to see how the grey and the black portions of the wings support each other. It's great to see that you put some effor in getting the nice grey borders to go all the way around, but that solution for the front wing tips isn't ideal. Maybe using some kind of skeleton arm (93609 seems fitting) could offer a less bulky , more menacing tip. And while the cannons are great, I don't see the need for those grey claw plates attached to them, since that particular detail doesn't appear on the actual model as far as I can see, and it stands out as rather eye catching while it should be not. Leaving those little remarks aside, the wings look very, very good and I especially like those greebles. Excellent work so far! The body has some nice features too. You conveyed the layered structure in the front quite good. The pylons are a bit too thick though, but I guess that's due to sturdiness. Still, maybe you could use 1x1 Technic bricks with axles through it, and that might work as well. The general shape of those quarter circle pieces is accurate, but it misses some fine detailing, making that part look a bit basic. Maybe you could make a structure with wedge plates or with flag pieces. Same goes for the back section in general, that could do with some more detailed layered structure to make it look more interesting... just like those wonderful greebles you already have there. But the grey part of the inside of the wings suffers form a similar lack of distinction. But you're definetly on the right way, and judging by what you've created before, I have no doubt this will become another masterpiece! These might sound like a lot of grave points, but only adjusting some of them might give your model a better look already... if you have no better solutions or remarks for yourself, that is
  4. You can also find an excellent tutorial right here. In fact, it's a bit similar to applying custom decals since you have to acces the LXFML file again, but this time for coordinates that you'll use to add an extra light source in POV-RAY.
  5. Is it just me, or does this droid not only have a mechanical, but also a Russian accent? Anyway, whether the droid is programmed with a Russian accent or not, this still is a nice build. The droid itself is pretty good, wi a nice amount of detail. I especially like that bolt you have tried to reproduce with that Technic pin. And with it's long arms, the droid seems very fit for work in the mines, while not looking too incapable of doing churgery with that long neck and specialized hands. It's okay that there's some color variation in the droid, but I think the white and black are a bit too harsh to be place quite randomly on the droid. On the other hand, it would have been nice to see it equipped with some kind of chirurgical robe. The operation chamber is quite nice as well, and obviously fits in the SW universe, but the white sets it apart. I like the stray equipment and that chair is really good as well. The base is a nice touch. I'm a little less fond of the negative space between the tiles on the wedge plates. In fact, it's the irregularity about them that bothers me. You could very well make use of negztive space though. If you'd make the arrangement of tiles symmetrical on each section, you'd get a nice converging pattern towards the center. Then an unwanted opening could be turned into a nice design feature. It's also good that you added that wall to break things up a bit, but right now it doesn't have a function and therefore seems a bit useless. You could install a rack for those legs there, or who knows what other wacky semi-medical-semi-mine equipment that looks very dangerous... But once again your build and your excellent story (what suspense! what humor!) make for a very nice, decent and entertaining freebuild. I'm sorry to see Yeoman go, but I'm pleased everything turned out well, and I'm very excited to see how the story goes on! Maybe it's time to get your own apprentice...
  6. O, that's very good looking! The head, hands and arms are great, so you'll have a tough job to keep the rest of your model up to that standard. Adding some more technical looking details peeking through the armor, and closing the gaps are the most obvious suggestions I can give. As for the neck armor, you could use curved Technic panels, but maybe that won't go very well with the rest of your model. Alternitavely, some kind of layered structure would be really cool. It could use layers of wedge plates or slope bricks to create some kind of flexible armor look. the shoulders are a bit blocky now, so you can do two things: angling them inwards or angling them outwards. I would suggest that second one. You could add some extra details/cannons to thicken certain zones, maybe insinuating some kind of muscle structure with tubes. I hope that helps you!
  7. Glad some one agrees with me. But how do you dare to say that making a good looking stormtrooper is impossible when I showed how, and you even commented on that thread! If you want any particular decoration for a rebel trooper, I will be most eager to make it for you, to show my appreciation for you and all people who run (and participate in) SoNE. @ MstrOfPppts: it's not a problem, because this part exists as well, it appeared in a Venator once. And even if it isn't an ewok, at least it is something to kill ewoks with...
  8. Nice one, Lobot & co! But have you been thinking whether it's allowed to edit decorations in that exist, but you just don't own or have available in your favorite digital building program? I must say I have tried brick building ewoks with eskimo hoods (thanks for the suggestions by the way, VK-318), but still that wasn't very great, and I'm not sure whether I can come up with a engaging story if I'm not allowed to use them because that would require editing. So what do you think?
  9. Ctrl + F is just a basic command that evokes the search (or find) function (it works almost everywhere, including pdfs and internet pages, so that's a very handy shortcut). So when you go to the LXFML file, and you open it in a text editor, and you press Ctrl +F, you can search for a specific combination of letters that appears in the text file. So when you enter the part ID, the function will show you where that ID is present in the text. It doesn't exactly give you a list, but lets you search in it. So my guess is that either you weren't in the text editor (like notepad or word) when you pressed that key combination, or that your editor doesn't support that key combination.
  10. Thanks for your interest! I haven't tried it with scans before, but my guess is that it won't look as good as these vector decals. That's because you'll need a pretty good scanner to get a scan with enough pixels (not easy considering the sizes we're talking about) so that it won't look pixelated in the render. My second fear is that the colors won't match up very nicely. So you could try, but I think it will not look very good. You can always use those scans as a blueprint for a more detailed picture you have to produce yourself, e.g. with Inkscape or GIMP...
  11. It's interesting to see a lot of people getting moral objections in this episode... now my entry won't be original any more... but well, at leasr we get some good entries in exchange. Your build has some nice elements. I like the general shape of the vehicle, and those inverted panels on the side are a nice touch, although not very Imperial. I also like the layered structure and the slope of the front, and that little step in the back makes it more realistic. The piece of vegetation has some nice colors in it too, although I don't get what that red plate is supposed to be. All in all, it's a pretty nice but very basic build. There are some ways to spice it up a bit, though. Let's begin with the vehicle. The front now doesn't look very comfortable for a pilot to sit, so how about a little panel for information, a decent seat, some railings on the side (maybe with room for a little stair to the ground) and a little storage for weapons? I like the assymmetry, but you could fill in the left side of the cockpit too, maybe with those weapons, or maybe with some little greebles to evoke a bit of an engine. I would also like to see a more gradual slope from the platform to the panel, with some slopes and details. In the back of the vehicle, it would be appropriate to have some kind of gate or a fence. It seems a bit of a waste of manpower and not very safe for that guard too to have him stand there in the back while a simple fence could already do the job to keep cargo and ewoks in. The piece of landscape is pretty basic as well. You could make it more interesting by adding in some random plates to add relief to the ground, and make for a more gradual change between the two base plates. If you have some wedge plates laying around, you could even go for an interesting irregular base. It's good that you added osme color variation in that little ewok hideout, but that light tan might be a bit too agressive for this scene. Also, making an actual small tree would add a nice vertical component to the scene, and would make for a better hideout too. I hope these tips are a bit useful to help you become a better builder, so you can serve the Empire even better and enjoy your Lego even more
  12. These LDD builds and renders are getting more and more realistic these days, but this is really photorealistic! Amazing how you even got the reflection in the cockpit right with that very elaborate sky sphere, although why not use something more spacy? The only thing that gives it away is the name of its builder, who has an ABS allerg... wait, you do not? Well, holy dewback, congratulations then on this amazing real life model! Did you even use LDD for design this time? But that aside, once again you amaze me with your captivating model. The cockpit combination is brilliant, and stands really out against all the flat and angled surfaces you used. And what's beneath it is brilliant as well, man I love that seat and those controls. I like all the little details there and on the rest of your model. It's amazing how those small and simple details on the wing make it exceptionally interesting and stylish! And as always, those little touches of assymetry show some real dedication and thought. For me, those always add to the realism, because it would be a bit unnecessary to have each piece of equipment twice. The way the wing thickens in certain strategic places is interesting as well, and gives the model distinctive mass. And those flaps on the wings are really, really great. I would have liked to see some more though, for instance to make the angle of the big perpendicular red wingtips a bit less steep. And this has never happened to me before, but actually I think I like the underside most! That landing gear is genious, and the exposed antistuds somehow make for great and realistic detailing! And you even have flick fire missiles in there (but for the right reason ;) ) and those big red dishes are gorgeous. They make me wish you had replaced the grey ones on the top with these as well, in order to encapsulate the guns very nicely. So yes, a great model with a great shape and great detailling, as usual. This proves you can do it even without wacky curves. I still have a few suggestions, as always (well, not always, as I recall some of your perfect models...). I think the cockpit comes a little bit too high, disrupting the flow of the ship a bit. This is to give the pilot a better view, I guess, but it would have been nice to have it more tucked away in the body (better protected from enemy fire by the way). And since the A-wings are notorious for being hard to pilot, maybe this would've been the time to put an astromech in, although I wouldn't put it in the wing to avoid too much resemblance to the eta jedi starfighters. It would be a pitty though to loose those details in the back, so what I'm saying here doesn't make much sense... well, if even I begin to notice, I'll round up with saying once again that you once again made an amazing ship and showed you're the master of interesting shapes, coloring and details!
  13. Arrgh, back to the draing board! Do I look like the type to make some surreal force sensitive bounty - and part time ewok - hunter, specialized with force field nets and with a very own custom made ABXY-TIE-Falcon wing with double hyperbooster, not to mention my triple light saber blaster? I don't think so. I was more thinking about decorating an ewok, because having just a plain ball of ABS fur kind of ruins the realism I'm aiming for, and I don't think brick-built ewoks will turn out to be my new speciality... EDIT: never mind... the ewok part doesn't support decorations in LDD. Not even multi-coloring... so I have to stick to surreal monocolored ewoks, alas! Or maybe someone has a good idea for brick built ewoks? Or is it allowed to photoshop these kind of decorations in on digital models (although that will be a very challenging job for me...), and if so, is it allowed for multiple pictures? The tag is looking quite interesting too, although I have to admit I had to look it up in the Bricklink catalog first !
  14. Great to see all of this is still being taken care of, and in good hands too It would correspond to using custom stickers in real life, but only digitally. So if I don't have any stormtroopers, but I decorate some white torsos with a sticker that is as similar as possible to the official priting, would that be okay? And if I use stickers that do not attempt to replicate existing prints or stickers?
  15. I have a couple of (unimportant) questions: - Is it allowed to use custom decorations? If not, I hope it's okay to use decorations that replicate existing ones when you don't own hat particular decorated piece or when the decoration isn't available in LDD. - I'm digging my own grave here, but wasn't it stated in the previous episode that the victorious faction would receive a bonus? Or os it the fact that the Rebels have more locations to play with now? - When will we get to see the special tag? Then we know what we're fighting for ;) - I know it's busy for every one (These exams are killing me and my MOCcing time!), but when the XP still hasn't been updated, a lot of freebuilds haven't been judged yet and the MOC index doesn't include the entries of the previous episode... I'm beginning to get the feeling is initiative is a bit being neglected. I hope to see a glorious revival in the summer, that will motivate us all! Also, the statement I (and several others) made in the feedback thread is still true.
  16. I've experienced that builder's block as well... Most of the time, it strikes when I want to build something outside of my comfort zone. and rather then following the regular techniques, I want to use new ones... which is quite a challenge. To get my juices going again, I usually return to my comfort zone. Either I build something from instructions, or rather then creating something from pure memory, I try to reproduce gien pictures with bricks. That way you channel your creativity in the problem of building, and ignore the visualizing aspect for a while. This is less overwhelming, and when building, some part or combination may spark your imagination to get building on your own again. I imagine trying to recreate someone else's MOC could be an interesting challenge as well, but I've never tried that before...
  17. Well, if we have to loose one of the finest builders of SoNE, then at least this is the way to do it. The variety in the vignettes is stunning, with the desert, vegetation, architecture, wreckage, ice and lava all present. They're really evocative, despite the small amount of parts used (I believe half of the parts went into making those beses...). The poses of you seem significant as well, and only now I see how your character's outfit has evolved, making it more interesting. It shows how skilled you are as a builder and how much you will be missed...if this missing would turned into a killed. But there's still hope! If even the feared Nom Carver hasn't see you die, there is still hope. Let's put all units to work to distribute posters around the galaxy! We've already been provided with the necessary information. I really hope you will be found... otherwise our next victory will be just too easy to be worthwhile...
  18. Aaah, tree building... tell me about it . My episode entry is taking me ages because I can't get the vegetation look right. glad to see others struggle with it as well But it's very motavating to see my comrades succeed in building nice vegetation as well . Your tree looks really nice, and that texture works beautifully! And you tried to make the shape more interesting with those slopes mingled in between. The trunk flows into the roots a bit too abruptly though. Those slopepieces shouldn't all start at the same height, and some round parts there would do good to the realism. Also, the overall shape of the trunk isn't super convincing. You could add more depth through using layers, or building something column-like with angled parts. Then the tree would look less like a castle and more like natural vegetation. You could also add in some color variation, not only with browns but also with some (olive) greens for instance, and beside those pallisade bricks, ridge bricks could look good as well. Still, you did a great job on the texture and diversity, and I especially admire those plant pieces growing on the trunk. The other parts of vegetation are good as well, but lack a natural shape. There isn't much difference shapewise between the brown stumps and the grey rocks (which are beautiful by the way). You could make broken trees of these stumps, or make some nice small trees like in the very nice banner you've made before. Finally, it's great that you populated the ground with plants, but once again you're missing the general shape a bit. Endor forest is really crouded with ferns and the like, so there should be more vegetation in the first place. Or if you don't have enough plant parts, you could make an area where your character has cut his way through. Also, the ground could use a bit of relief and color variation, just to keep things interesting and avoid large flat monotone unnatural surfaces. In fact, the base doesn't have to be that big in the first place, as long as you can make one smaller section believable, this MOC would be even more succeeded. Because yes, this MOC is already quite a succes (owrthy of a blog? ), because you got the textures definetly right. And that stern expression of your minifig is priceless. It's amazing how it always fits the scene, considering you only have once face to choose from .
  19. I've always loved TIEs, and have tried to build some myself (you can expect a TIE Bomber in my episode entry), so I know how to appreciate this model. The ball shape of the cockpit is notorious to get right. Your solution does justice to it, but it doesn't look very realistic as pylon. Now, The cockpit ball and the pylons are one big mass, so you loose quite some detail there. I think working with SNOTted wedge plates would docthe model more right, because you can work with a more layered structure then. The rest of the pylon could use some more detail as wel.. You could replace the standard 2x2 brick with one with grooves, or you could use a stack of round plates to benefit from the gaps they have. Same goes for the connection of the pulon to the wing, which is a bit big and undetailed now. But maybe... all these changes aren't necessary, because you've made quite a believable fighter with some basic bricks, and that deserves some praise as well! The general shape of the wings is well done, and I like the details you managed to portray here. The cannontips are nice, and those tile structures are very good. That round tile with the printing being off-center bugs me a bit though... But the details like those sticking out of the section are very nice and accurate! I'm a bit surprised that that wing stays in place with only one connection I can see. But I'm bot here to swoosh it around... One final remark goes to the inside of the pointed wings. I really like how you've created the grey borders, but at these insides the grey is a bit too much present for my taste. Widening the black area with one stud would make a big difference here. Still, I hope you see my admiration for how you've recreated the sleek yet pointy feeling of the interceptor with some pretty basic bricks, and I like the sober details that are there. And great that you made that cool cockpit as well, because I always have trouble keeping enough room for our hero. Building TIE's is difficult, but you managed quite well!
  20. Oooh, that's a nice bunker! I love the overall, acurate shape with the nice amount of smooth and detailed surfaces. It matches the eventual bunker excellently, but has the added value of being a construction site as well. The vegetation is pretty good: I really like the way it crawls around the bunker. And it's good you don't have one big green plane, but added some brown in it too, and that yellow dumpster brakes everything up nicely. Still, I have the feeling there are some small inaccuracies in this build, that kind of contradict the atmosphere of construction your evoking. Firstly, the leaves on the bunker. It's pretty strange to see those, considering the bunker has only just been built, allowing no time for the plants to grow over it. Another thing is that you need to keep in mind that this is a bunker, so it needs to be a strong structure. You already tried to implement that with those tubes in behind the covering walls, evoking weaponized concrete or something similar but intergalactic, but there's still too much empty are in there. I imagine a big slab of grey concrete, with a lot of tubes through it. That exposed section would even emphasize more the fact that it's a bunker and the fact that it's under construction. Also, I think it's a bit strange the stromtroopers are building everything with their bare hands. I would expect to see some small tools at the least, maybe even gathered in some crates. There could be bigger machinery as well, such as a concrete mixer or some kind of saw. That would also help to fill up the big green space some more, just like that dumpster does now: that is already a step in the good direction. I already said I like that brown patch, but to make it look more natural, there could also be some small islands of browns in the neighbourhood of the big patch. You could also throw in some dark tan or olive green. Also, making some more relief in the green, as little imperfections, would raise the credibility of the scene. But don't get me wrong, I still like the base, and I like how you've added that nice border around it. That makes it look very professional! So yes, there is already a lot of goodness in these scene, like the imperfections in the bunker. Keep it up, and make the empire even prouder!
  21. Yes! Yet another beautiful installment anounces itself! I'm really impressed and like how you seem to master every topic, including micro building. As a big fan of 2MuchCaffeine, I immedeately recognized his AT-ATs and hist Imperial Shuttle (but don't blame you, because what design could possibly top it?) and am glad they fit perfectly in this scene. Because man, that forced perspective is perfect and convincing. The windows in the corridor are really nice, and a good variation on just rounded corners. Furthermore, I like how you even included details on places that I can barely see: even more remarkable if I consider how fast you construct these things. I even like the poses of the minifigs, taking their helmets off to see the scene better. But I wonder, are they just allowed to stop for a minute and stare through the window? Rookies... And then that hangar... wow. The floor is just brilliant, with all the nice different markings. It was a bold move to include that bright red, but hallejulah it works. It brigns the militaristic side forward in my eyes. so yes, that floor is a real beauty, and a triumph for SNOT. I like all the little verhicles that crowd the hangar, like the mentionned AT-ATs. I do wonder how those walkers got in there, because I don't see any gate or platform in the ground though which they can pass. You could have made those gate through which you light the scene a bit bigger, to give the impression they came that way. That would make sense. Still, lots of good stuff, like those dropships, that even include those angled wings (I have no idea how you did that). Those bigger vehicles on the other side... they might look cool, but for me they destroy the sense of scale a bit. It looks like they could just as well be minifig scaled, and that all those walkers and ships are little drones... I mean that those big haulers don't appear big enough compared to the rest of the scene. Maybe including even more details and damage on the walls could do the trick, since big smooth surfaces can't really exist in such a large scale. If that Imperial logo could be smaller, that would help too. Or add in some details with not-SNOTted grill tiles. The basic idea of making small things look big is that you have to incorporate elements that are recognizable and have a fixed scale. If you miniaturise these elements, the thing will look big... I think, because I'm not an expert in model building. The same thing applies to a lesser extent to the hangar. You included some nice details, but I'd rather see that grill cheese replaced with all kinds of minifig utensils. And it might be a little detail, but I'm a bit bugged by those vertical light grey tiles in the columns. Since they stick out compared to the slopes, it just seems sloppy building, and that has huge consequences on this scale. You could keep the pillars clear of detail and put the greebles elsewhere. But don't get me wrong, I'm a huge fan of this creation. The micro building, the details, again the size, the smoothness... Thhe details like the bricks with bar attached to them is great, and those profile bricks at the bottom are especially nice. I'm beginning to adore your style (and Markus's of course too). It's only about the little details now (another tip: if you are editing the background, get rid of the white slits between the bricks in the fourth picture), and then soon your MOCs will be perfect. Just in time for the episode!
  22. My my... at this rate, who knows where this new saga will end up! Because every new installment makes me more and more excited! Becuse look at this: what a beautiful build. The damage to the wall is of course great. As always I'm a big fan of those sweetly decorated pillars accentuating the height of the hangar. Also, the layout of the greebles is really good, and it forms a nice contrast with the smoothness of e.g. the floor.The obligatory white lines are there, but you placed those crates just right to break it up a bit. I also like the orderly chaos of the troopers lining up for their practice. And the details like all the holders for the blasters are perfectly in place. Finally, those targets are brilliant and I like how every one has its own base. No matter how much I like this MOC, I still spot some details that could use some improvement. It's great that your greebles are more or less consistent, but maybe avoid repeating them. Seeing the same pattern repeated in each column doesn't contribute to the randomness of greebles. Just rearranging the present pieces in a slightly different configuration would give it a more realistic feeling, because now it looks like all those columns could just as well be combined and still have the same function... Also, still watch a bit out with those crates. Cluster them some more, so that people can more easily pass. And that stacked configuration in the back doesn't look very stable to me...One final remark is that the targets maybe are a little bit too close to form a good practice, but these are rookies after all... So this build is nearly perfect, and I really hope the saga continues with more of this goodness!
  23. I tried something similar once, and I got the idea of using 2 differentials. Sadly, I could never try it out because I only have one... The way it works: you transmit the input motion on to the big gear connected to the differential. The two outputs of the differential then should each get a little ratchet mechanism. So if you turn the differential in one direction, e.g. only the left axle would turn (because the right axle experiences 'infinite friction' because it is stopped by the ratchet, therefor all rotation goes to the left axle). If you turn it in the other direction only the right axle would turn (in this example). Now you can reverse the rotation of one of the axles and tada: both axles turn in the same direction, no matter what direction the input has. But then you need to add the outputs of the two axles together for practical use. You can do this with an adder mechanism using yet another differential. Just connect the two output axles in a new differential, and you won't even need a ratchet this time. The big gear connected to the differential is your output! The green one is the input, the red one is the output. The advantage is that you can easily reverse the selected direction by placing the ratchets on the opposite sides. It's a bit big though, but it works without much delay. Hopefully it helps you!
  24. Wait a minute: there is absolutely no problem with these troopers having such a luxorious room. It is their reward for being trooper of the week, being the admirable and productive builders there are. don't you think that deserves a bonus? That aside, this is one very nice bonus for you... I love the oblique angles you've created. There are some in the windows (beautifully complemented by the round arches), and again those pilars supporting the wall are very good (iwth very nice uniform yet not boring details). It's great that you included windows all over the place, both sealing off the ship (although it's a bit distracting the hinges are visible) and classily accentuating the armor. And the lighting works very well with those pieces, and with the reflective floor. So with all that smoothness and details, there is nothing to say about the design. But... it is a bit unpractical when you look at it as a room where people actually live. Those screens are in place, and those Imperial "posters" are a nice touch. You also included some drawers, but they don't come over very convincing to me. Now, the room looks like a big hall with some beds in it, instead of a used and lived-in room. I'm not saying you should make everything extra-messy (it's the Imperial army after all!), but you can show people live here. Maybe some clothes under the bed. Or some kind of hyper-galactic soccer table towards the left. And those suits could be a little more accesible. You could have one on display as some kind of role model for all the recruits, but those uniforms that are used could be just suspended from a rack or something. the planet in the background is very nice, but a little bit of photo-editing would make it look more realistic. Making the colors some more vague and blurring the planet a bit would be better... I think, because I'm not an expert in photography (as a digital builder, I never even took a single shot of a MOC...). So anyhow, I'm - as usual - in awe, for your abilities all around!
  25. I like the possibilities here. But I'm wondering what more you could do when you begin to work with the LXFML file. There you can find exact camera coordinates. And you could make a lot of copies from the same file, and then change coordinates in each file, but I'm afraid that would take up a lot of place! Maybe you could somehow superimpose different states and hide and unhide them in some way? Still, someone could make a program to interpolate the files between two positions (shouldn't be very hard, I believe), so that life would become a whole lot easier for you busy animators! Anyway, this makes making flying minifigs a whole lot easier! If now only each frame could be rendered, because I think POV-Ray has a built in animation function, not?
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