The Chicago Tribune has a piece on Wing Commander star Matthew Lillard's directorial debut, Fat Kid Rules The World. ARC Entertainment will distribute the film in North American through Tugg.
Produced by Whitewater Films, "Fat Kid Rules the World" won the narrative feature spotlight audience award at the SXSW Film Festival in March. The Kickstarter campaign to support the domestic release of has surpassed its goal of $150,000.
Film stars Jacob Wysocki, Matt O'Leary and Billy Campbell. "Fat Kid," adapted from K.L. Going's young adult novel, centers around a 17-year-old who is overweight and suicidal. Just as he's about to jump in front of a bus, he's saved by a charming high school dropout/street musician, who enlists him to become the drummer in a new punk rock band.
The film features original songs and score by Pearl Jam's Mike McCready.
I do have some strange affection for the ship. This is like the twelfth variant, but I really stopped counting since I have many incomplete models. I think my biggest problem is making the ship look cohesive.
Some might be wondering where all these Kilrathi are supposed to live. Michele D is addressing that as well by starting to model a Kilrathi city. It appears to be inspired by some of the scenes on Kilrah show in Wing Commander 3.
I can't really say if it's Kilrathi enough, especially the building with the most progress done on it. The orange cubes are scale markers 7' or 8' high.
Added some more detail in zbrush 2.0 and blocked out the colors some.
I wish I knew how to use alpha brushes without going into projection master. I don't like not being able to rotate and add detail at the same time so I just stay in the normal edit mode and use the default brush.
(For the second image) I decided to forego using zbrush to make a fur bump and color map and decided to just use photographs and build a texture from that.
Made this one so that the octagon shape was not solid but more like a shell made from individual panels, which to my surprise allows for everything to fit the Clawmarks reference fairly well. Added in some teeny maneuvering thrusters as well.
Had to give the guy a home. :) It still needs a few more spires and a background. I may just paint in the holes for the spires, not sure yet though.The houses look like they are built on giant petrified trees and the roots drop down to a dried out river bed, possibly somewhat like mangrove tree roots.
Here's the latest shots of Michelle D's Firekkan model. Some basic body armor/clothing has been added and a very preliminary body is now present. Much of the body is still a placeholder as the exact positioning and structure gets tweaked. You can help provide feedback at Crius.net
I think I made a close match of the straps around his body.
I'm not done with the head. I would like to add in instanced feathers, and work on the texture more. I'm not doing a body yet, I'm looking for feedback on the head before I move on to the body. Does it look too bird like or not humanoid enough?
I mirrored the room so that more beds exist on the other side of the camera. There is a beam splitting the two rooms which cuts the image horizontally where the black line in the original image originally was, this helps add more surfaces to bounce light off of and gives more light overall since the lights were also mirrored behind the camera. I'm happy with the level of illumination and now the Status readout panel is a bit brighter.
Good 'ole Shotglass dispenses more then just fine drinks, as his subtle nods coach you through yet another _______ conversation with _______.I've noticed that nothing in the image shows any depth, I assume for simplicity. The table tops, chairs and bar top show depth but more for the players benefit. The simulator has a bit of forced perspective to show the screen a bit more then it should. The floor is the only clear reference for perspective.
I enjoy walking the corridors as much as I do piloting spacecraft, so I decided to do some interior modeling. I did a quick search and found that someone else did in fact make a barracks model. It's very nice, and further inspired me to work on my model.
Yeah, I know the black lines are a bit of an eye-sore, but I tried to use dark-red and it made scoring the folds and trimming parts a lot harder. Still, other than edges of wings and such, the worst place it really sticks out is blocks just to either side of the gray. Only other option would be to find some kind of closely-matching enamal paint (glossy finger-nail paint maybe?) to touch over some of the more obvious and annoying black lines.Maybe what I'll do is once the model is done I'll see if I can do a second layer on top with the parts having dark-red lines (instead of black) and the parts just ever so slightly bigger (to provide a smoother look). Not really sure if I'll do that, cause to keep the images sharp I have to use BMP (rather than jpg) and sticking in that kind of detailing will make the file-sizes ten-times larger.
The colors are just a flat one-tone color right now. As I said, details like varying shades/tints to suggest a paneled armor-tile with rivets effect (like your lovely 3d pics have) would boost the BMP size to a rediculous level.
This essentially leaves the tail-fin and twin-engine area, and the bulk for the intakes on the underside. I'm hoping it doesn't take me another week, especially since it's not quite the fancy curvature that the nose/cockpit has.
I think the red Gratha you've done looks extremely beautiful.Saved the pictures you posted. I'm thinking I'll do a paper-model of it. I'll post pics (and offer the zip of printable cut'n'fold paper parts) when it's done... work will probably be done after I finish my current paper ship project.
I promise it'll be some spectacular paper work. I'm pretty good at taking a few snaps (like your 3d pics) and converting them into actual 3d paper-models.
FYI: been doing paper ships from the web-game, Dark Pirates (a sci-fi trading/piracy game over at www.darkpirates.com). The game has 16 ships (ranged from the small starter ship, Meteor, to the larger ships (several look like they were kilrathi designed... especially the Djinn, Stardragon, and Behemoth. Behemoth looks like a cross between Confed's Behemoth super-gun and the huge 4-pronged Kilrathi dreadnoughts ('cept its sharper points).
I'm experimenting mostly, combining the original and the box art but heavily inspired by the bird motif I see in the details of the box art... so I'm going for a bird like appearance, which is why it might look a bit on the light side.
I've been parting out bits here and there from the Red Gratha from the Japanese box art. I chose to go with the simpler gun barrels along with the open panels and intake ducting on the underside of the ship. I also added the feathery detail on the cockpit and painted it red, but I can't be too sure the design is correct because of the low quality of the image reference.
There's a (slightly) less creepy update to Michelle's female Kilrathi model. Textures have been improved overall, and the uniform is now complete. The body will continue to be refined so that the outfits can be changed out. This costume is based off the cover art for the Japanese version of Wing Commander for the FM Towns. You can help provide feedback at Crius.net.
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