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Creating a proper mesh in milkshape3D
Part 1: Creating The mesh
Part 1.1: intro
Download the detailed video here.
The main idea is that you create a primitive and deform it. I shall try to explain it like General Frank explained the extrude tool to me back when I was a newb: "When you use the extrude tool, The model is a bit like clay, you can pull clay (faces) out of it." The extrude tool can only be used on lanes, not on vertexes. But really, you should play around with it to experience the true power that lies within it for low poly modelling.
Selection tool
- To select a vertex/face, left click it.
- To add a vertex/face to your selection, shift + left click
- To remove a vertex/face from your selection, shift + right click
Part 1.2: Making the mesh
So first I made a torso. This is where it always should start. After the torso was finished, I deleted the half of it. I did this because I can duplicate and mirror it any time so it will look like one piece of model. I also did this so I only have to make one leg and one arm, then duplicate the model, mirror it and now I have 2 legs and 2 arms and the model will be symetrical.
Part 1.3: Finishing the mesh
So after I did mirror the duplicated half, There might be or a gap between the two parts or the parts of the model can be in eachother. I always make sure that the line of inner vertexes (the ones that form the chest) are on the line that divides the model in a left and a right part (y axis). Then I duplicate the model, mirror it, and there will be no gap or other bug. After mirrorring the duplicated part, you should weld the inner vertexes together, like I did. All the vertexes in the centre of the chest should be welded together using the wel to nearest tool under the "vertexes" tab.
After that, you can work a bit on the atomy of the model or just make it look better by tweaking it here and there.
Part one (video tutorial finished) (need to add some screenshots): the making of the human-body mesh (only arms, torso and legs). When I first tried this, my goal was to create a mesh that looks very similar to a blizzard one.
part two (nothing finished): making a head from scratch
part three (nothing finished): creating an UV map and texturing the model.
part two (nothing finished): making a head from scratch
part three (nothing finished): creating an UV map and texturing the model.
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