|
MilkShape Basics
3) Getting Around MilkShape
After
you have successfully installed Milkshape and
after you open up the application, your screen
should look something similar to this:

drawing. Top, Right, Front
and 3D.
* Note the Tool Tabs on the right side
of the screen. We will be using these extensively.
* And last, take a look at the toolbar
on the bottom of the screen. That will come much
later. A few places of interest on the screen:
* Notice, of course, the toolbar at the
top - take a moment and flip through each of the
menus.
* The 4 main viewing vindows. Each one
represents an orthographic view of your
Basic Polygons
Basically, modelling is the creation of a 3D character
or object from a wide variety of far simpler shapes.
In many ways, modelling could be considered similar
to sculpture, but in a computerized environment.
For our sculpture, first we need a box:

Click on the "Model" tab
on the tool bar to bring it to the front (if it
is not currently) and select "Box" by left clicking
on it.
Now move the pointer into one of the 2D views
and press and hold the left mouse button and drag
out a square before releasing the button. You'll
notice that a similar square has also been dragged
out in the other two 2D windows and that in the
3D window we now have a grey cube. Drag yourself
a box that is four grid units wide on the top
view and centres about the origin (the co-ordinate
(0, 0, 0) that is represented by two coloured
lines on each view plane and three lines in the
3D space). If you mess it up then you can always
press Delete and try again. Donıt worry about
exactness for now; save your patience for later
when making real models.

Congratulations. You have
created a box primitive that is actually 12 triangles
joined together to form a lovely mesh. You can
see those triangles in the views. Vertices are
marked as small solid squares.
You should also notice that each of the squares
appears to be divided into two triangles. All
the polygons that are created and used in Milkshape
(and currently all 3D games) are created from
triangles. Although this is not particularly important
with relation to the cube we have just created
it is easily shown here and can be important with
more complex shapes when Milkshape chooses to
remove the opposit triangle to the one you wished
to remove. Again, this may not make a huge amount
of sense at the moment, but so long as you remember
that the polygons are made up from triangles you'll
know what I'm ranting on about when it happens.
Now choose the Select tool from the same place
you chose "Box" earlier. Click somewhere in a
view to deselect your box. The select tool works
in a number of modes, each having its handy purpose
in manipulating meshes. If you havenıt changed
anything then you are probably in "Face" select
mode. If not, click the "Face" button to put yourself
in Face Selection mode. Check that there is a
tick in the box labelled "ignore backfaces" at
the bottom of the select options. Normally when
you click on a face to select it, Milkshape will
select all the faces that are underneath the mouse
pointer: when "ignore backfaces" is selected then
Milkshape will merely select the first face that
it comes to in that view. Drag a selection box
out in the top view and youıll notice that two
triangles become red, denoting that they are selected.
Now choose the Move tool while your triangles
are still selected. Drag them through the Top
view a little to the right.


As you see in the 3D view,
you have now skewed your box. If you canıt see
this click and drag around in the 3D view. This
will rotate the viewing camera around the origin
so that you can see your mesh a little better.
Now try holding down Control while dragging. This
will pan the 3D view, and will also work with
the three other views. If you use Shift while
dragging then you have an effective zoom tool.
Unfortunately, Shift-zooming does not work in
the 2D views. To zoom in a 2D view, change the
value in the first textbox (the textbox immediately
right of the View perspective combobox) of the
Viewport Captions (if you donıt see these turn
them on through the Window menu). A higher value
will zoom in while a lower value will zoom out.
Currently, I think you can only enter integers
in here but Iım not quite sure. The default zoom
value is four.
This Tutorial was made using Milkshape 1.2.1
A budding designer will always try new things
and experiment with available tools to get the
most stunning results possible. This tutorial
(you may call it a primer) will not tell you how
to create the stunning 9000-poly, fully animated,
player model that you created in your dreams.
However, this tutorial will tell you how to use
a program that will definitely set you on your
way towards that dream.
|