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MilkShape Modeling
4)
Skinning a Building in MilkShape 3D

STEP 1:
I will talk about modelling etc in another tutorial.
This one is explaining skinning a simple building,
the same principles could be used on anything
you make. This was the first time I tried this
method and it turned out OK so I will refine it
over time I suppose. OK, build your model and
REGROUP it into useful groups. eg. front wall,
back wall, roof, sides, sign and step. to group
something, select all the faces you want in a
group using SHIFT-LEFT CLICK to add to your selection
and SHIFT RIGHT CLICK to minus from your selection
of faces, then click regroup, rename it to something
appropriate.

STEP 2: Now hide everything, then unhide
each group one at a time, each time pressing PRINT
SCREEN to screen grab it from the appropriate
view, I then cropped each view and composited
them all onto a 1024x1024 blank image in PS, laying
them out as best I could and save it as shop.bmp
or something. I have added the names so its easy
for you to see how I did it. This will be resized
down later, it just allows us to add more detail.
STEP 3: Now create a new Material and choose
your map from the dialog, shop.bmp we created
earlier and assign it to all the groups. Now select
one group at a time and open the "Texture Coordinate
Editor" and align each group over map. As shown,
I have scaled and aligned the front of the mesh
over the front part in the texture map. Choose
your group from the pulldown, choose the viewpoint
from the pulldown below, then remap, now use scale
and move to position each group. Once you have
aligned them all you should see something like
the image below.

STEP 4: As you can see the shop.bmp is mapped
all over the model and the texture matches what
the mesh looks like underneath (more or less)
heh heh, now it is simply a case of actually painting
the shop.bmp to suit the model. Want a different
building?? paint a new skin using the shop.bmp
as a template then load that map up as the texture.

STEP 5: You can see the shop.bmp loaded into
the texture slot, this is then assigned to all
your groups which are using your texture coordinates
that you set when you aligned each group over
the template. You MUST click new in the material
dialog before you can load in your bitmap. Also
it helps to rename it.

STEP 6: A bit more progress. I like to
paint over the template on layers above the template
in my paint package so I can hide em and check
alignment and stuff. Also if you make changes
to the shop.bmp or whatever your skin is called
:) you must reload the shop.bmp in milkshape before
it refreshes and sometimes you have to click on
the model as well. This is useful for checking
your progress.

STEP 7: This is the completed skin. Its
easy enough to see where everything is and you
can paint other skins and map em onto the same
model for variations.

STEP 8: Here is a couple of examples. |