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MilkShape Modeling
5)
Modeling a Car in MilkShape

STEP 1: I got a skin from my m8 Gusher from
the Prefablab, and created a front, side and top
view from it, I then right clicked in each view
in milkshape and clicked "Choose background" for
each window giving me refernence to work from,
all the pics are the same scale as well, then
using the vertex button I began building points
around the edges and basically anywhere that faces
will change direction, ie corners and wheelarches
etc.

STEP 2: Now I basically block in the whole
side by building it triangle by triangle, thinking
about them carefully as well, so that the shape
of the arches etc can be formed correctly, make
sure all tri's are facing the same way. ie grey,
if not, select it/them and reverse the vertex
order from the face menu, this will face them
in the opposite direction and its best to do it
as you go along instead of getting further in
and finding holes all over the place.

STEP 3: As you can see I have now created
the whole solid side of the car, checking in the
3d view shows all the faces are facing the correct
way.

STEP 4: Now select all the faces, click on
the extrude tool and deselect Y and Z restricting
extrude to the X direction, Now in the front view
drag/extrude the faces across to give the model
its depth. The inner faces are not filled, and
thats OK because will be flipping this side once
its done to create the other side :) STEP 5: Now
I start to select vertices and move them in/out
etc to form the shape of the arches, and curves
of the car, no way I can explain all this really,
just takes lots of time. I also hide all the vertces
I dont want to get confused by, ie the vertices
along the centre seam so I can work on the outer
body without affecting other vertices etc. I use
it a lot, CTLR H to hide and CTRL U to unhide
all, very useful!

STEP 6: This pic is wrong I figured out
later, damn, Miss out step 1 :) I selected triangles
as shown the clicked on a smoothing groups number
this created a group of faces that are all smoothed
seperately from the others, this is how I defined
the sharp edges of the arches and skirts. Make
sense heh heh? I was actually regrouping them
at first then I realised that I didn't need to.

STEP 7: OK, now after many hours of pushing
asnd pulling vertices about I duplicated all the
faces, the duplicate is in eactly the same place
as the original so you see nothing, now click
on vertex, and mirror Left<->Right and you now
have 2 sides, woohoo!!! Now select all the centre
seam vertices and click weld together, then select
all faces and Regroup it into one mesh .

STEP 8: I actually built the wheel in GMAX
and gave it cylindrical mapping then imported
it into here, above you can see the wheel that
I broke into tread and sides groups, mapped it
and aligned it over the texture map, then regrouped
em, you see the slignment above..duplicate em
for the other wheels and mirror them for the other
side, material must be assigned to each new duplicate.

STEP 9: Now comes another long part, I
selected all the triangles that make up the sides,
regrouped em, aligned over the texture map, and
then did the same for the front, back, top, underside,
interior, steering wheel and seats. Once I was
sure that was all done I regrouped it all into
a solid mesh.

STEP 10: Here you can see the whole mesh
once regrouped laid out over the texture map phew,
thats it, easy wasn't it. My advice would be to
start off simple and learn the texhniques, it
also gives you an idea how long all this stuff
bloody takes :) then take on bigger and badder
projects, any questions, drop by the forums and
ask away!

Heres a pic of the model from a few angles.
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