In
this tutorial we are going to make a simple
lowpolygon weapon. A short sword in this case.
This is partly still a learning tutorial. I will
be covering some things that weren't in the first
tutorial. If you have never worked with a 3d
modeling program and did not read the first
tutorial I strongly suggest you start with that.
Before we start
with the model we are first going to draw the
swords outlines on graphic paper. I made a front
and a side view here.

A side view is a
bit pointless for a simple model like this sword
but for more complex models it's a great help. You
might even need a top view of the model.
Furthermore you might want to use a ruler for
longer straight lines (which I didn't in this
case).
The way I'm going
to construct this model will be with a combination
of cylinders and self-made faces.
First I will zoom
the grid of the front view until I get a grid with
about the same size as my graphic paper. We will
start by making the handle of the sword by making
a cylinder and changing it a bit. When we look at
the handle of the sword we can see that we need
some stacks to make it.
I enlarged the
handle in the following picture to display the
number of stacks.

As you can see I
only need five stacks. Of course you could add
more stacks to give it a more round look as it is
quite angular now. But we are making a low polygon
model here. And besides, a good skin around it an
you won't notice that it's not round when you play
with your model ingame (covered in tutorial 4).
So we will need a
cylinder with 5 stacks. Most handles consist out
of only 5 slices (like the Q3 weapons) but those
aren't intended to look round. Five sliced
cylinders look very crude when you really look at
them. However we can use any number here. Lower =
less polygons, higher = better looks. Just depends
on what you want.
I will use seven slices here to leave the polys
low while getting that round look.
So now I will
create a cylinder with 5 stacks and 7 slices. Try
to align it with the grid. So make it 2 squares
wide. Just as in the drawing.
As you can see the top and bottom of the cylinder
are not covered. You can look right inside it. Or
even though it if you have Draw backfaces
disabled. So we need to do something about that
first. Change the top view to bottom and select
Face(F6). Close the bottom. Make sure that all
your faces face the right way. Now you would have
something that look likes this.
We don't need to
cover up the top of the cylinder cause the hilt
will be attached there. Now we will start forming
the cylinder into the handle. I will be using
Scale for most of this. The cylinder I made fits
is 2 squares wide as in the drawing. But it should
be only one square wide when viewed from the left
or right. So I will select the entire cylinder in
the left view and scale it till it fits in one
square. The width in the front view should still
be two when you are done with this. Now I will
edit the entire cylinder with the use of the scale
and move command until it fits the drawing I made.
You can use the grid as an easy reference. Tip:
When you want to move or scale over just one axis
disable the other axes by using the X, Y and Z
buttons. This will save time and frustration.
When you are done it could look like this.

I didn't used the
axis fields to scale here. While this provides
better control over the scaling of the model it's
also more time-consuming(which I don't have much
=). And besides, real weapons are never exactly
symmetrical.
Before we continue
on the hilt we are going to learn about Groups
first. Click on the second tab to go to the group
options. You can see a text area which displays a
name like Cylinder01 or a higher number if you
started over a couple of times. Go back to Model
tab and draw a box somewhere in the screen. Then
return to Groups again. As you can see a second
name saying Box01(or higher) has appeared. Below
this are five buttons and a textfield. The first
button is Select. Make sure Box01 is selected in
the list and then press the select button a couple
of times. This toggles the selection of the box
you just made on and of. The box is a group. And
so is the cylinder we made at the start. MilkShape
automatically groups new shapes you make. Ofcourse
we can also make our own groups. This can be done
with the help of the regroup button. First select
both the box and the cylinder. You can do this by
going back to the Model tab and select them both.
Or easier, you simply select Box01 press the small
select button so that it's selected, select
Cylinder01 in the list and press the select
button. With both selected press regroup.
The result of this
action is quite clear. Both the Cylinder01 and the
Box01 group have disappeared and are replaced with
a single group called Regroup01. Toggling select
proves that the box and the cylinder now belong to
the same group. But of course we don't need the
box for the model. So select the box in one of the
views and delete it. You must switch back to the
Model tab to do this. You can't use the delete on
the Groups tab for this cause this delete removes
whatever group is selected in the list. Note that
this delete removes a group no matter if it's
selected or not. Regroup01 is a bad name for our
swordhandle. So we fill in 'handle' in the
textfield and then press the rename button. With
the hide button you can toggle a group out of your
views. This might come in handy when you want to
edit a different group and an other group is in
the way. Keep in mind though that a hidden group
isn't really gone. So when you want to create new
faces in a hidden group this will not work. We
will ignore the Smoothing options.
Why do you need to
group? It is quite important for the skin you are
going to apply later. But we will get to that in a
different tutorial. It also allows for easier
editing of the model. It's kind of hard to give a
clear example of this but you will notice the
difference when you try some things for yourself.
Now we will start
on our hilt. As you can see in the drawing it is a
square piece of the sword. No round parts on it.
So now I'm going to use a different approach. I
will fist set out the outline of the model with
vertices(F5). The grid provides good reference of
where the vertices should be placed. Do not place
them directly above the handle. Keep at least a
square of room between.
You can use CTRL+G to align the vertices to the
grid. For the vertices that are not on the grid
you can use the move command. To put a vertex in
the exact center of the square you can select the
move command and type 0.5 in the X and the Y
field. Press move and voila. Vertex in the middle.
Use this for accurate placement of the vertices.
The result could
look like this.

Now we will connect
the vertices with triangles using Face(F6). This
will look like this.

Now we have a
outline of the hilt. Select the entire hilt with
select faces. Then press CTRL+D. This will
duplicate the selection. Duplication will not work
when you only have vertices selected. Move the
duplicate a bit to the back in the top view. Now
go to the Groups tab and make sure that both
pieces of the hilt are in one group called hilt.
You can hide the handle if you like if it obscures
some of your views. We don't need it yet.
As you can see the
duplicate is facing the same way as the original.
But it should face the other way. Select the
duplicate and use the Mirror Front <> Back
option in the Vertex menu. It should now be facing
the right way.
The only thing left
to do is to connect the two pieces together. Leave
the parts where the blade and the handle are going
to be open.
The handle can now
be connected to the hilt. This is why I left some
space between the hilt and the handle. It's easier
to make faces then. This is how I connected the
both.

As you can see it's
not straight as in my drawdesign. I decided that
this looked this better, more round. This will
happen often. When you are busy with your model
you change something that is not in the drawing
you originally made. This does not matter. The
drawing is just a base. If you think that your
model looks better a different way just do it.
There are things that you don't know how they look
until you modeled them. So experiment by moving
and scaling parts. You might have a better
model(or a worse one =P).
Last up is the
blade
You can either use
a cylinder for this or draw a outline with
vertices. Remember that a blade is not flat but is
a bit oval. So the best thing to do here is to use
a cylinder.
For the point of the cylinder just scale the top
of the cylinder so small that all the vertices are
at the same place. When two or more vertices
occupy the same place MilkShape automatically
connects them together.
Give it a try! Make
a cylinder, shape it the right way and then
connect it to the rest of the sword. You might
need some extra vertices to make the connection
look nice. Don't forget that the two points of the
hilt need to be placed against the sword.
Last tips: If you
need a vertex somewhere but there is already a
face there, just delete the face and reface the
entire part with the new vertex included. And
don't forget to use CTRL+G and the move and scale
axisfields for accurate placing.
This was my result.

It doesn't look
very classy, but it's a low polygon weapon
remember? 216 in this case. If you can do with
less with better results. You are a natural =)
Next tutorial we
will apply a skin to this sword.
Thanks for watching.
AshRain