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Shallows MilkShape 3D Modeling Tutorial

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Shallows MilkShape 3D Modeling Tutorial

Postby Shallows » Wed Dec 16, 2009 2:11 pm

Milkshape 3D is avalible from there website.
Trial and to be Bought.
Or you can Pirate not my decision.

I use the extrusion method with modifications and sometimes without just depends on what I am modeling, If you disagree with the way go screw yourself.

Knowledge of your gun your modeling increases the chances of it being a better model, so realy copies of guns onhand are cool to have or many pictures of all angles of the gun.

Now lets get started.
Explaining MS3D
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Right Pannel is for modeling and animating.
Buttons up top are for special tricks and other magical things.
Now One hard thing people have is the different windows.
The blue 3D one is for veiwing model.
The other three are for different veiwpoints. (Right,Left,Top,Bottom,Front,Back)
To make this easier go Window, Show Veiwport Caption with a tick.
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My setup is basic and the easiest and I never change unless I am freehand modeling (No extruding etc)
Now that we are setup lets get modeling.

PART 1:
Go and find yourself a backround image of gun preferably looking at left or right.
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Go to MS3D right click on your right or left (depending on which one your using) veiwport and go to choose background image and find you image and get it.
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Now zoom in on it to a section of the gun you want to make do not make the gun as a whole or you will have a shite time making it and it will turn out shite Unless your going to do a lot of freehand work. I like doing different parts of a gun that are different lol. Like the Handle, Clip, Scope, Barrel Etc.

Click onto the button vertex in the right pannel.
Vertexs are points you place and you then joing them together to build a 2D image.
Place your vertexs like so at every angle necesary.
Rules:
The move vertexes the more faces the more faces the more polygons the more polygons the harder time the psp or quake has of running the model.
I am missing a few vertexs I have placed but you will see which ones soon.
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Now if you want to put in an angle in your models section add vertexs and make faces using the face tool to make little rectanglish sorts of things like this (I will explain making faces in part after this)
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Grab the face tool from the right pannel and join your vertexs in a anti-clockwise direction if it is not anti clockwise you get black triangles and black triangles are bad. Except for when I say they are not lol. Make sure you correctly make the triangles if your going to add an angle in later on.
This is it gone wrong:
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This is it gone good:
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Now that youve done that grab the select tool from left pannel make sure it is set on face at the very bottom (pic will help) and select all of your 2D image.
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Go Ctrl D or Edit, Duplicate Selection.
Then hit the move key from right pannel and move youre duplicate of 2d image away.
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Now go Ctrl Shift F or Face, Reverse Vertex Order to make it that the duplicate becomes fully black from same veiw as other 2D Image but the other stays white.
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Now Select of the Duplicate and Select all of the Original 2D Image.
Click on the extrude function and extrude the model out using the top or front veiwport. Extrusion pulls a 2D image into the 3D world. Make sure it is grey on outside and not black if it is black your pulling the wrong way.
Extrude it to your length you want.
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Now select the duplicate and move it to the gap of black in the 3D extrude 2D image and fill it so that the whole thing looks 3D. Make sure it is exactly in place. Select all of the model and go Ctr W or Vertex in top pannel and then Weld Together. This welds all of the vertexs together.
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Now go group in the top buttons in the right pannel (Make sure the model is still fully selected and click regroup this joins the duplicate and extusion into one peice of model. Then rename it to whatever name you want.
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That is it you made a part of gun now repeat this process for every part of the gun to make a whole gun. It is then ready for texturing, animating and even ready to be put into a game if you know how.

If you want to find out about adding the angles that I talked about check out the next part.

END OF PART 1

PART 2
Ok getting back to the angles we are going to need to select the certain verticies so go select and make sure it is on verticies hole down shite and select the ones the will be moved to make the angle.
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Now click move and move them inwards or outwards depending on angle.
You will end up with one set the right way and the other in the wrong way.
So select the ones in the wrong way and move them to the place they are ment to be at.
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That is it all you need to know about angles.
You can do them anywhere so if you know your faces and veiwpoints you and start doing very angled and unblocky milkshape models.

Heres the end result of the G36 I was making.
Heres showing each part I made at a time
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Here is it put together.
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Here is one I did when I started modeling.
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And here is one I did today when I renderd.
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Practise makes near perfect.

Oh and I know I missed the trigger (Some picky basterd would have picked it out) on the model I realised when I wrote this.
Don't worry Ill add it.

I will fix the tut in the morning I know I have done something wrong :D

Peace,
Shallows

I will later add on exporting to mdl. Animating and maybe texturing once I am better myself

ANOTHER CUT AND PASTE JOB FROM MY TUT ON SOLITUDE.
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Nazi Zombies PSP - Modeler & Texture Artist
Prime - Modeler, Coding, Texture, GFX
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Marc1k1 » Wed Dec 16, 2009 2:12 pm

Cool, I will check this out later.

I'm kinda aiming for knowledge in all (Or most at least) factors to making a quake mod.
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:Good Fan of Projects such as:

Halo Solitude

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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Necrod » Sat Dec 26, 2009 7:08 am

nice tut, thumbs up... too bad its not for 3dsmax :(
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Coopers1 » Sat Dec 26, 2009 6:06 pm

Wow very nice thanks I Might try modeling.
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Mobster » Wed Dec 30, 2009 3:15 pm

it is quite informative
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby GangAngel13 » Sat Jan 23, 2010 4:24 pm

cool!Just I have blender not milkshape XD
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Necrod » Sun Jan 24, 2010 10:52 am

nice tutorial
and its rendered - rendering
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Packer » Fri Feb 05, 2010 10:31 pm

No offence (And I mean this so you should take it as constructive criticism) but that's a very dirty way of modelling, I honestly don't considering it modelling at all. There are a lot of hidden useless faces within the model that'll never see the light of day and all they are doing are reducing FPS. I've seen these kinds of modelling for the past 5 years and have been yelling at people about it.

What you're doing is putting shapes within shapes, its wasteful, skill-less and wasting valuable polys especially on an engine like Quake. What you should be doing is connecting vertex's are deleting unseen polys, there is no problem with moving a box within another box to save vertexes but if there's faces within said boxes that aren't going to be seen then its useless.

All in all if you were to show this to a professional or to perhaps another modding team of sorts they'll ether laugh at you or completely reject you.
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Re: Shallows MilkShape 3D Modeling Tutorial

Postby Shallows » Mon Mar 01, 2010 8:47 pm

I ditched this method months ago. So I really do not need to take in your advice as I see this way (I used to do it this way) rather "dirty" as you say. Now I do it the proper way as such and use 3Ds Max. Havent done anything recently though, busy with school and actually playing games and not developing any.

Even though this is dirty, It might help some poor basterd get some sort of start on modeling.

Ill try to get some pictures up of my newer models.

Peace,
Shallows
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