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Qworkshop3 Tutorials

WeaponModeling: Working with MilkShape Part 1 by AshRain

Welcome to this model tutorial. In the following tutorials I will be using the MilkShape modeling program version 1.3.2). If you don't have this you can get it at http://www.swissquake.ch/chumbalum-soft.

In this first tutorial we will be learning about MilkShape(MS) itself. Fire it up if you haven't already. Your view should look something like this.

There could be small differences. If you can't see the white textfields with the numbers in them go to the Windows menu where you check Show Viewport Captions. It should now display the textfields. Make sure that the views are the same as in the sho t(front, left and top).
We start by selecting the box option in the menu on the left and draw a box in one of the 2d screens. Click and hold the leftmousebutton in the 3d view to rotate the box. Now choose Select(F1) and then click anywhere in the 2view to deselect the box.
You can zoom and pan the view in both 2d and 3d by using SHIFT and CTRL. Hold Shift and drag the mouse to zoom in and out. Hold Ctrl to pan the view in all directions. You might have noticed that zooming won't work. That's because you're in the Select mode which uses shift for multiple selections instead of zooming. Press the Move(F2) and then try the zooming again. It should work now. Zooming only does not work in Select.

Now for some basic brush manipulation. Press Select. And in the Select options click the button which says Vertex. Make sure Ignore Backfaces is unchecked. Now click and drag a box around the top points of your box in the front view. It now should look like this.

 

Now select Move again. Click and drag a bit in the 2dviews. You can see that when you drag and release the vertices the other views change too. There is a undo option available. But it's number of undo is limited. So don't rely on this. Revert the model to it's original status again. Select the Select button and deselect the vertices. Then check the Ignore Backfaces. Now we will again click and drag around the top vertices in the top view.

Although it appears to be the same you can see in the other views that it's not the same. When you move the vertices you can see that only one edge is moved instead of the entire top. Ignore backfaces ignores all the vertices that are behind the ones in front. Which vertices are in front depends of course in which view you are selecting. Get the box back to normal and deselect it again.

Now we press faces in the Select options. Click and drag again. As you can see it now selects the faces which make up a side of the box. Moving this around has the same effect as selecting all the vertices on the corners of the side and then moving around.
Go to Move. As you can see there are move options which contains three textfields. If you enter a number in one of these textfields and then press the move button next to it, the selected part of your model will move over the distance and direction you specified. Let try this. Replace the 0.0 in the X field with 10. And then press move. Now your view should be like this.

When you are altering numbers in these textfields don't press Delete. You will delete your selection instead. If you did this just press CTRL+Z to undo it.

As you may have noticed the X,Y and Z are buttons too. Press the move button again. The side will move another 10 spaces. Now press the X button so that's it deselected and then move again. Nothing happens. When you try to move the side in the 2views you will notice that you can move along the Y and Z axis but not he X. That's what these buttons do. When you deselect these you can't move the selection over these axes.

Now the Rotate(F3) button. This is basicly the same as the Move button. Only instead of moving you now can rotate your selection. Experiment a bit with this if you like.

Last we have the Scale(F4) button. If you hideously deformed you box in your last actions make a new one. Select on side of it by either selecting the two faces or the four cornervertices (remember to make sure that Ignore Backfaces is checked or you will also select the side behind the one you want). If you click and drag in the 2dview now you can see that you are resizing your selection. Make the side smaller so that you will get a somewhat smaller side then the other sides. This could look like this.

The numbers in the X,Y and Z textfields mean something different here then in the Move and Rotate. Instead of a number which depicts the distance you move something this is more of a percentual number.
If you fill in 2.0 in all field the selection will become 2 times as big. If you fill in 0.5 in all fields it will become two times as small. Experiment with this.

The next two buttons are Vertex(F5) and Face(F6). These aren't responsible for the manipulation of models but the construction of them. Delete all the objects you had and press Vertex.
Now set 5 vertices in the front view. Also select Show Message Window in the Windows menu. Now we will select Face. Press on one of the vertices. The message window will now say something as,

Create Face: vertex 3 selected (1. vertex in face)

Then select another vertice, the view will show a red line and the message window says

Create Face: vertex 2 selected (2. vertex in face)

Now select a third vertice thus completing the triangle. Congratulations, you just made your first polygon =) .Message window says,

Create Face: vertex 4 selected (3. vertex in face)

No you have something that could look like this,

If you turn the 3d view a bit you can see that one side of the triangle is grey and affected by shadow while the other side is black. The black side is the backface of the triangle. This face is not drawn in a game. MilkShape just shows this for easier editing. Press with the right mouse button and uncheck Draw Backfaces. As you can see in the 3dview the black side has become transparent. When creating faces in this way you must take care to form the triangles counter-clockwise. This makes sure that the good side is in front. When you create them clockwise the backface is in front. So always counter-clockwise. Now connect the remaining points. Make sure that the triangles do not overlap each other. Check with Draw Backfaces if all faces are facing the same way. If they are not just read on.

When you have done this select a single face (by pressing Select(F1) and choosing face in the options) And then go to the Face menu and select Reverse vertex order. With draw backfaces off you will see something like this.

As you can see the face is now facing the wrong way. Select Reverse vertex order again to get it right again.

The following buttons like Sphere and Cylinder are just basic shapes. The only thing you need to know about them for now is the following.
Select Cylinder. As you can see in the Cylinder Options a cylinder has stacks and slices. Slices is the number of sides a cylinder has. The more slices the rounder the cylinder is. Stacks is a way to get vertices in set places in the cylinder. Fill in 6 in both fields and draw a cylinder. This might look like this.

As you can see the cylinder has 6 sides and six stacks. More stacks means more ways to deform and shape your cylinder. But it also means more polygons. The same goes for the slices. More slices looks better but also means more polygons.

These were the basics of MilkShape editing. In the next tutorial we will be making a simple weapon.

AshRain

 

 

 

 

 

 

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email contact: Bill Brooks