Page 2 of 3

Re: Brawler reinterpretation (ingame now)

Posted: 20 Jan 2009, 07:48
by Hoi
EDITEDIT: Looked at hoi's model. Nice! You cut 200 polies off of it!
now i can use those to subdivide the engine polies... :P
What I did is not perfect, also, you don't need to subdivide, if you set up the smoothing groups the right way, the engines will look pretty round. (see the links I linked)
EDITEDITEDIT:what the moo is preshading? Smoothing groups?
No, it's something you do in the texture:

Image

It's very clearly visable on the arms/legs, the texture lets you think there is alot more geometry than there actually is, that's preshading.

Click here for some tutorials.

Re: Brawler reinterpretation (ingame now)

Posted: 20 Jan 2009, 20:09
by CarRepairer
I propose that gunships have no wings whatsoever and there will be no doubt when you see aircraft that you know the difference between gunship and (ugh to this term) "fixed-wing" aircraft (which is not necessarily fixed wing, nor does it use aerodynamics to get its lift. Yes I know the reason it's used is that it mimics the behavior of real life fixed-wing aircraft during flight only and not during takeoff and landing, baw baw bawbiddy baw. :-) ).

Re: Brawler reinterpretation (ingame now)

Posted: 21 Jan 2009, 08:11
by Pressure Line
Try looking at things like the C&C Orca, and other (irl) modern vstol planes (AV-8 Harrier although thats a bit different, V-22 Osprey, and various other prototypes.)

You could make the gunship a cube if you want, but it has to fit with in-universe fiction or its useless.

Re: Brawler reinterpretation (ingame now)

Posted: 22 Jan 2009, 03:23
by Saktoth
Hoi wrote:Preshading
Those are really greebles. Preshading is when you put dark/light on the models outside of the engine.

You can see it on Crems AAship.
Image

The sides are very dark, the tops bright. Lots of shadows. This isnt engine shading doing that, thats on the texture.

While greebles are 'false geometry' such as little rivets, panels, indentations, etc. The AA ship has very few of these texture greebles, almost everything you see there is geometry.

I think he is copying the texture on my Banshee though, which he shouldnt if thats meant to be a final texture, because thats just to get it ingame for critique before i finalize the model (and no point working on the tex before the model is finalized).

Image
There you see the banshee (Which nobody should copy) and the Samson (Which is closer to what the banshee will probably look like when final). Finally, there is Crems fusion, which is VERY HEAVILY greebled- most of that detail is in the texture.

Re: Brawler reinterpretation (ingame now)

Posted: 22 Jan 2009, 04:21
by MidKnight
Thanks, Sak! :-)
Now I know what preshading is, and why i shouldn't try copying the banshee's texture :mrgreen: . All the same, though, I would very much like to know how you made it, especially the scratches. :P

Re: Brawler reinterpretation (ingame now)

Posted: 22 Jan 2009, 05:16
by Saktoth
I use textures from Wotjar stock on Deviantart, especially the flat, grey, scratched ones: here

They are given permission for use as 'Please let me know if you use this stock photo. You are aloud to use this in a nonprofit manor.'

I have further asked for permission specifically for CA and to liscence my derivate works as GPL, LGPL, or PD which has been granted.

So you're free to use them for CA modelling projects (Or anything non-commercial if you tell him).

New Model!

Posted: 28 Jan 2009, 19:52
by ScarySquirrel
The Brawler is one of my favorite units.
It gladdens my heart to see a new, better model for it.

Gunning down hapless Glaives, Fusions, and flak cannons will never have been better.

Re: Brawler reinterpretation (ingame now)

Posted: 28 Jan 2009, 20:04
by Pxtl
Gotta say, I like Sak's brawler a lot more, even though it's not textured yet.

Re: Brawler reinterpretation (ingame now)

Posted: 28 Jan 2009, 20:54
by MidKnight
i don't know.. maybe finish this and stick it ingame until sak's brawler is finished?

Re: Brawler reinterpretation (ingame now)

Posted: 28 Jan 2009, 21:00
by smoth
saks brawler with that cockpit looks way huge. Almost like a zentradi pod or something.

Re: Brawler reinterpretation (ingame now)

Posted: 30 Jan 2009, 04:51
by MidKnight
MWAHAHAHAHAAHHAHAHAHAHAHAHAHAHAHHHHAHAHAHAH
HAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHAHHAH
AHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHHAHAHA!
NO COPY-PASTING INVOLVED!

I FINALLY FIGURED IT OUT! :mrgreen:

THE REASON WHY MY POLIES LOOK SO @%$# UGLY IS THAT I MADE THIS MODEL IN LINUX, AND UPSPRING + WINE HAS NO GUI, AND I NEVER NOTICED THAT I HAD TO RECALCULATE NORMALS IN UPSPRING!!!!!1!1!!!!oneonone

Posting new version shortly!
EDIT: I'm a bit hysterical at finding this out, sorry for caps. :oops:

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 05:43
by smoth
you don't need to redo your nomals in upspring.

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 05:51
by MidKnight
well, If I don't smoothing fails O_o
why? idk

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 05:53
by smoth
what tool are you using?

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 06:11
by MidKnight
blender -> 3dsmax export -> 3dsmax import upspring, because upspring hates blends :P

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 06:14
by smoth
that is odd, kdr uses blender and his edges seem fine.

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 12:33
by Elkvis
its like a naboo brawler

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 15:46
by Peet
Seems to me upspring shreds the normals when you resize anything.

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 30 Jan 2009, 15:56
by smoth
on resize the normals get messed with, yes.

Re: Brawler reinterpretation (Retouched! Remastered!)

Posted: 31 Jan 2009, 06:51
by bwansy
IMO it doesn't belong to *A mods. It fits much better into Nanoblobs.