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Qworkshop3 Tutorials

 

WeaponModeling: Skinning Part 3 by AshRain

How to skin a model in MilkShape. That's what this tutorial is about.
Before we start we need a skin of course. This can be a .jpg or a .tga file. However if you want to use shaders on your skin you will need a .tga file. But I'm straying here cause this ain't a tutorial about skinning itself. If you like you can use the following piece of crap (by me) that I call a skin for this tutorial.

shortsword.jpg

If you can have a real skinner to do your skins for you. DO SO NOW!
In case you wondering why I didn't. Well, I did. Jinx offered to do the skin. But he ain't done yet. And I would like to proceed with the tutorials. So that's why.

But enough with this talking. Let's proceed with MilkShape and it's skins.

A skin in MilkShape is called a Material. And as you might have noticed, the third tab on the toolbar says Materials. Load in your swordmodel (or a different one) and select the Materials tab.
We see an empty list, a Material section with a dark square and some buttons. And below that even more buttons required for making, editing and deleting materials. We start out by pressing the New button. The list now says Material01 and a globe has appeared in the dark cube. Now we need to tell the material where to get it's skin. Press the top button and select the picture you want to use. The None button behind this just removes the path to the picture replacing it with nothing. This does not delete the material itself.
If all went well you should be seeing your skin on the little globe like this;

The material is now done. Only thing left is to assign it to the model. You can assign each group you have a different material. So the skin I made could also have consisted out of three .jpg files. One with the blade, one with the hilt and one with the handle. And then made three materials and assigned them to the appropriate groups. Which is stupid of course. Just one file is much easier.

Select just the blade of the model in the Groups tab. Then press Assign in the Model tab (at the bottom). If nothing changes in your 3d view press the right mouse button and select textured instead of Smooth Shaded. You can see that your skin is evenly distributed over the entire blade. But that is not what we want. So that's where the Texture Coordinate Editor(in the windows menu or CTRL+T) comes in.

When we open the TCE we can see our skin. Now we select blade in the pull down and then we see a bunch of white lines and red dots appear. This is your model (the bladepart). You probably can't make anything out of this so let's change that.

Select Front in the second pull down and then press the region button. Draw a rectangle over the part where the skin of the blade is located. Then press remap.

Now you could see the following.

If you made the swordmodel yourself and are using my skin it might not align as good as in the picture. Fortunally it's very easy to get it right. Just use the select, move, etc. buttons on the side to drag the vertices to the points where you want them. This works very easy.
Now also do the same for the hilt and the handle. You will need to select them first before they will work in the pulldown. They could be laid out somewhat like this.

I used the frontviews of the different groups. If you look in the 3d view you can see that the model looks pretty nice. Apart from some ugly stripes. Like these.

This is a close-up of the handle. The stripes that you see there are actually the edges of the skin on the neighboring faces. If you look in the front view you can see that this side can't be seen there. It's under an exact 90 degree angle with the front view. Select just these faces. Just like I did here.

Now go back to the TCE and select handle from the pull down.
As you can see the faces are lines in the TCE. This is because in the front view (as I selected in the pull down) these faces show up as lines. And that's why these faces look fucked. It's stretching the thin line of skin over the entire face. What do we do about that? We change Front to Left, draw a region somewhere and then press remap. It's the faces seen from the left! Now we can have the faces display something better. Align the faces in such a way that the skin on the model looks pretty good.

Note: DON'T spend hours aligning the faces exactly. It's a weapon model. When you play with it in game nobody will notice little flaws in the skin unless they are looking for it. Or when the flaws are really obvious. If you do want to have a neat model alter the skin by adding some patches in the .jpg which you can use to cover up the faces with the stripes.

With my handle I will just draw a region somewhere in the handle part of the skin. Just make it look like the rest of the handle. The fact that you can see where one face start and the other ends is irrelevant.
Do the same for the hilt and blade. Check if there are no stripes on faces. If so choose an angle from where you can clearly see the faces and then map them. After you did that you're model is considered complete. It's now ready to get it in a game.

The next tutorial will deal with how to export the model to .md3 format and then to get it in Quake 3 Arena.

My final result.

AshRain

 

 

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks