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MilkShape Modeling
1)
The Zombie-Modeling(Part
1)

SCAN IN YOUR DRAWING
I usually draw a very rough front and side
view keeping them in line with each other, then
I scan them in, resize to about 500 pixels high,
darken the image so that white vertices and lines
show up when working over the top in milkshape.
I crop them and save them as Front.jpg and Side.jpg
then in milkshape, right click in the front view
to bring up the menu, and "Choose background image" using Front.jpg and do the same for the side view
(using Side.jpg), you can see what I mean the
following pics.....

START ADDING VERTS
I
usually start by creating a load of verts in a
strip up the front of the chest, I move them all
one by one into position, in the front and side
views,then I create faces to join the dots, Check
out my other milkshape basics tutorials if you
dont know how to do this. As you can see the faces
are quite flat across the front of the torso...

MORE VERTS AND FACES
I now add another row of verts and create
the faces, I move the verts into position and
constantly check how it looks in the 3D view,
Mostly in FLAT shaded mode, if you get any faces
facing the wrong way you can reverse them as you
go along. Its also a good idea NOT to have a black
background, that way you can see if any faces
are facing inwards etc.

THINK ABOUT STUFF
Building more faces by adding a few verts
at a time and creating faces, I also think about
where the shoulder will be extruded from, so I
build faces (as shown selected) so that I can
later extrude the shoulder/arm etc from it. Sometimes
you need to plan ahead.

THE BACK
I keep adding verts in the side view and building
faces, I then move all the verts into position
to follow the shape of the back and also down
the center line, so that when the model is mirrored
the front edge and back edge can be welded.

EXTRUDING THE LEG
I add verts and create the top of the leg building
faces (you need some faces there to extrude from),
making sure they are facing downwards by looking
from below in the 3D view, then I select all the
faces, CLICK extrude and in the front view drag
em downwards creating the thigh.

SELECTING END FACES
Now lets just say I lost my selection and
wanted to select the end faces to extrude the
next segments of the leg? Ok, we drag a box and
select all the faces we want plus all the others
we dont really need, but need to make sure we
get all the faces on the end of the thigh. Check
the next step.....

SELECTING END FACES 2
Now drag a box as shown while HOLDING SHIFT and
the RIGHT MOUSE BUTTON, this will remove unwanted
faces from your selection leaving only the end
faces selected ready for extruding the next segments
of the leg. SHIFT and LEFT CLICK adds to whatever
is selected and SHIFT and RIGHT CLICK removes
from the selection.

MORE EXTRUDING
I extruded down a few more times scaling it in
front and side views to match my reference images
and as you can see here I need a step where his
torn trousers will end so I extrude a small amount
then scale it in from front and side to match
the size of the leg..

EVEN MORE EXTRUDING....
I Extruded again and scaled it to the size of
the ankle in the front and side views and moved
it into position slightly, I did the same for
the foot. When scaling you get three options,
Center of Mass, Origin and User Point. Select "User Point" that way whatever is selected scales
relative to where your cursor is, try it to see
what I mean. Very very useful

TESTING
I went to Edit-Duplicate selection then Vertex
Mirror Left->Right to get a mirrored copy, I moved
it across so the center lines were overlapping.
Now its time have a real good look over it in
the 3D view and turn any edges or tweak verts
that aint quite right. Actually I do this many
times as I'm modelling just to keep an eye on
things! I then Deleted the duplicate and carried
on working on just one side.

THE ARM
Select the faces that we purposely created
in the shape of the shoulder and extrude out horizontally
once to create the shoulder, move the verts to
follow the shape of the shoulder in the reference
image, Now deselect and eslect the faces that
are facing downwards, extrude the arm downwards
scaling as you go along following the reference
images again. Some faces dont quite look right
sometimes so you need to select two faces and
use CTRL E or turn edge, please read my milkshape
basics for more on this but after a while you'll
know which faces need turning (after about your
tenth model.

THE HAND
I extruded the arm down and carried on to
form the basic shape of the hand, I needed some
extra faces to extrude the thumb from so I used "Subdivide 4" this divides the selected faces,
and it was a BAD IDEA!!!!!! It left me with vertexs
in between others etc, I had to search em out
and snap and weld them to other existing verts,
took me a while, so my TIP is plan ahead like
I mentioned earlier, I should have extruded just
one more time and I would have had the faces I
needed to extrude the thumb But this is how I
learn, the hard way.

TESTING AGAIN
I duplicated and mirrored again to see how things
where looking, put it in Smooth shade mode, looked
over it tweaked things, put it in Wireframe mode
and looked over it tweaked things, put it in Flat
mode and looked over it tweaked things from all
angles. when I say tweaked I mean moved vertexs
into better positions, turning edges that dont
look right and generally making sure it looks
OK from all angles. Then its time for the head!!
Delete the duplicate and make a start on the head......

THE FACE
Now for the fun part!!! I add some verts basically
forming the flat-ish front of the face, I move
them into position using the side view as well
to follow the lines of the face, then I build
the faces. Basically just like building the torso,
add a strip of verts, move em into position and
build the faces. As you can see I place verts
where changes in the faces that make up THE FACE
will occur...Get what I mean?

THE HEAD AND EAR
Now I started adding some verts to the side
of the head and moving them into position using
the front view, As you can see I built faces for
where I intend to extrude the ear from later (Selected
in RED) Other than that its a case of adding verts,
building faces and constantly checking in the
3D view (FLAT shade mode) if any edges need turning.

THE EAR I added more verts and built faces
for the back of the head. I then Selected the
faces for the ear and extruded it out once, I
dragged a box around the two verts marked "1"selecting
them then I Snap 'N' Welded em using CTLR N and
CTLR W, I did the same for the two verts marked
"2" This brings the front edges of the ear in
flush with the head instead of sticking out like
a block (see the picture after the next one)

SELECTING THE CENTER VERTS
I am satisfied with it now So I duplicate
and mirror and move the duplicate so that its
center line is touching the the originals center
line. I select ALL and Regroup them into one mesh
in the groups tab. Then from the TOP view I dragged
a thin box over all the center verts selecting
them, then I used CTRL I to invert the selection
and CTRL H to hide the selection, this leaves
me with just the center verts visible. Even though
it only looks like theres one vertex at each point
there is two, one from each half of the model,
so in the next step we will weld them together
to get rid of the seem.

SNAP AND WELD THE SEEM
I start by selecting the verts on the chin
for example (So I remember where I started from)
I use the side view and drag a small selection
box around the vertex (well two verts really)
in the chin, I use CTLR N and CTLR W to snap and
weld, then I select the vert under the nose and
Snap and weld and so on and son on, all the way
around the center line and if you set the 3D view
to Smooth shading you can see the seem being closed
as you go along. Thats it really, easy wasn't
it? The next tutorial will be about grouping and
UV mapping using Lithunwrap!! Hope you found this
useful.
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