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MilkShape Modeling
3) How to Build a House in MilkShape 3D

STEP 1: First off I drew a 3d sketch on
paper of how I wanted the house to look, I find
it much easier to work from reference pics or
at least a sketch, it gives you good idea of what
you need to do even before you start. Anyway,
using the VERTEX creation button as shown I plotted
the shape of my house from the side.

STEP 2: Now using the FACE tool as shown,
create a face by clicking 3 points ANTICLOCKWISE,
this creates a face with the normals facing you.
you should see a grey triangle on your 3d view,
if its black select the face and go to the menu
up top and FACE-REVERSE VERTEX ORDER this faces
it opposite to whichever way that face was facing
:) if you create your face right you wont need
this but occasionally you get a rogue face that
needs flipping..

STEP 3: Now do the same for the other faces,
watching your 3d view build up until you have
a side of the house. Easy enough? I also moved
my vertex's at this point to straighten out my
wonky edges.

STEP 4: Now go to the top menu and click
EDIT-DUPLICATE SELECTION or just press CTRL-D.
deselect the Y and Z so just X is selected(as
shown), now when you move the duplicate it will
slide over staying exactly in line with the other
side. It will also be facing the same way, so
while the new side is still selected, go and reverse
the vertex order, this will flip it to face outwards
on the other end of the house! The black faces
should all be facing inwards.....

STEP
5: Time to build some doors and windows. Ok,
now create 4 vertexs' on the imaginary front of
the house and create 4 more just inside as shown.
This so we can inset the door, now create all
the faces as shown in the next pic......

STEP 6: After creating the faces select the
inner 4 vertex's and in the side view move them
back a bit, as you can see in the 3d view we now
have an inset where the door will be.

STEP 7: DO the same type of thing for a window,
then DUPLICATE em and scale em for the other windows,
moving them into place making sure they line up
in each of the views.I made some for the back
by duplicating the top front ones and using VERTEX-
MIRROR/FRONT to BACK to flip em then moved them
into position.

STEP 8: Now we create the front wall. 1...2...3
create the faces for the lower front wall, the
upper front wall and the back wall (CHANGE the
front view to back view for this) ALSO MY BIGGEST
AND MOST USEFUL TIP EVER: select all the vertexs
you wont be needing and hide em using CTRL-H.
AS you can see while I was working on the front
faces all the back vertexes have been hidden,
this saves you constantly trying to select vertexs
and getting it wrong..

STEP 9: Again, hide all the front vertex's
and even the inner window ones as pointed out,
using CTRL H to hide all selected stuff. This
helps a lot :) USE unhide all or CTRL U to unhide
all the vertex's. I haven't bothered about the
roof faces because we will be making the roof's
from boxes in the next step.

STEP 10: For the lower roof I created a
box, scaled it, rotated it, and moved it into
place. The top roof was done the same way, I built
one half and moved the vertex's at the top point
so they will meet the other side of the roof.
DUPLICATE and MIRROR-FRONT 2 BACK. Now I selected
each pair of vertexs that were almost touching,
used SNAP TOGETHER the WELD TOGETHER to join the
top edges.

STEP 11: I kept the roof quite seperate
from the rest, it just made it easier to work
on and select. Now we can create groups ready
for mapping. I selected all the side faces as
shown. Use SHIFT-LEFT CLICK to add faces to your
selection and SHIFT-RIGHT CLICK to remove faces
from your selection. Once all the side faces are
selected go to groups and click regroup, then
reneam it to "sides" or something.I created several
groups:- Sides, front, back, lower roof, upper
roof this makes it easier to map as shown in my
mapping tutorial. Go check that out next!!!!!

STEP 12: A few different views for ya.
As you can see its not that hard and these same
techniques can be used to build anything you want.
This building is only 149 Triangles which is nothing!!!
and with texture mapping it will look pretty good
in any game engine. I hope you found this tutorial
useful, if you do drop by my forums in the 3DIMENSIONAL
section for a chat or explanations etc.
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