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** Tutorial ** - Texturing models in milkshape

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Sat Sep 20, 2003 4:55 pm

Caid,

I'm not sure I understand the question, but if you apply a texture in milkshape and are satisfied with how it looks, if the texture lines up then save. So long as you don't select the faces again and reapply the texture, then the texture should look and stay the same as it did when you applied it.... or...If you select the whole subgroup and regroup it then the texture should not change.... unless you reapply the texture......

Dunno if this answers your question......

Harrier.

Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Sep 20, 2003 6:55 pm

Well, I mean there is no (visible?) button in texture editor. I place the model's parts texture map, but then I don't know how to save it. When I remap, it only ****s whole work.


Rheinland über alles!

Post Sat Sep 20, 2003 10:33 pm

In Milkshape the texture coordinates are saved with the model itself, not separately. So, once you've mapped it and are happy with it you can close, minimize or ignore the texture coordinate editor window and just save the model. You can also undo/redo changes in the texture coordinate editor using the undo/redo menu commands in Milkshape.

Ok, now I'll go back to waiting patiently for Harrier to get to the good part

Post Mon Sep 22, 2003 11:16 am

Its me again,

I hope to get some more done on this as soon as is possible, sorry about the delay .... plaese bear with me I have been a tad busy......

I do hope it is all worth it and it helps budding texture artists

Harrier

Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Sep 23, 2003 6:37 am

Hey all some more...........

I will continue with this soon but would like to make some points on surfaces to be textured that I may have overlooked - it regards polycounts.
With a model almost all detail can be included in the textures which do not contribute to the poly count. The point that I am trying to make is that broadly speaking polys do not make a ship the texture does.... lol.

The poly hogs are things like cylinders, spheres and complicated shapes etc., plus tiny detail parts that for the most part are not seen, as the player does not get close enough, so to my mind they are often a waste. Another thing that can cause a model to look odd is reversed faces, freelancer does not see reversed faces in fact it “looks” straight through them. The faces if reversed have to be corrected, then it can be textured, (the texture is on the inward face not on the outward face). Another thing that contributes to a higher polycount is internal faces that are not seen and have to be removed to lower the polycount. Duplicated faces can also contribute to a higher polycount.

With texturing it is important that detail surfaces that are exposed must be double sided, e.g. intakes and exhausts are examples of this - lets say you make a cylinder that is open ended the outside surface that is seen can be textured, but the inside surface cannot as there is nothing to “stick” the texture to, by this I mean that in order for you to apply a texture to the interior of say an engine exhaust it must have an “outside” or “outward” face in order for a texture to be applied to it.

This may seem ambiguous but I will attempt to explain with pictures and text in part 4 where we will texture the exposed engine group shown in the pictures above.

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Sep 24, 2003 6:30 am

Hmmmm.......

There doesnt seem to be much interest in this forum, seems I have to keep bumping it to stop it falling off the bottom of the page.

Two contibutors who take the time when they have it and not a lot of responses.

Maybe I should just drop it and go back to texturing mine and other peoples models......... and here I was going to offer textures to save others having to go out and buy the programs necessary......

We are here to help...........

Harrier.

Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Sep 24, 2003 7:13 am

AA not yet Not everyone who reads this replies.
I'll respect your choice, however, whether or not you choose to discontinue this. You guys should still be commended for the time you've spent here, though. This is a huge tutorial and takes a long time to digest. ty.

---
"Notice ye a strange man of odd temperment racing through here?"
The Taming of the Psycho
Sir Spectrespeare

Post Wed Sep 24, 2003 1:22 pm

Imagine,

Thanx for the encouragement, you helped me once when I was stuck - as have a lot of other people - I should not forget that.. I owe it to them as well as myself to finish what I started - so I will continue the project.

I posted a long reply but when I went to post is it spat me out and I hadn't control c 'ed my reply -serves me right.....

Some examples of my work is now in the mod announcement forum under epslion mod and check out Firebases 'basilisk' in general editing....

The interesting stuff is still to come.. I will tex the engine assembly next
well I better got some shots ready .........

Thanx again.

Harrier



Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Sep 24, 2003 2:00 pm

I have been reading with interest your good work.
Please continue....and Imagine is right some read but don't reply....
Not even a thank you.


Thanks and keep up good work.

Post Thu Sep 25, 2003 12:45 pm

So to continue......

I would suggest that should you get lost in this part that you use the milkshape help file and look for the appropriate menu structure. as it explains far better than I can how the menu structure works and how to navigate in milkshape

We will texture the engine assembly sub group.

engine_support
engine_assy
intake_cone
intake_plate
intake_throat
exhaust_inner
exhaust_plate
flame_can

I listed these previously so no explanation is really necessary. To start with the engine support we need to look at the "plane" of the major faces, there are two main directions this support will be seen, the "bottom" view and the "back" view, the top, side and the front view are opposites and are "hidden" - the top view by the wing and fuselage assembly and the front actually slopes back and will be hidden by other components - so is also not really "seen". Select the group in the main milkshape window under the groups menu using the wireframe view (to make sure they are actually selected), then go to the materials menu, decide what texture we are going to apply by either assigning a texture previously used or with a "new" texture not previously used. The "new" button is on the left in the bottom section of the window. A standard grey "ball" will appear in the material window - directly above this are two long buttons labelled <none>, pressing the top one will open a window called "open image", find and select your texture and "assign" it to the selected engine support using the large button at the bottom of the materials menu. The grey ball will change colour to indicate the texture has been assigned to that sub group. then go back to the main milkshape window and select "textured" in the view window.

Then open the texture co-ordinate editor, find the engine support subgroup, in the dropdown box (bottom right) highlight it and all going well your "new" texture should appear with the wireframe overlaid. select "bottom" in the second drop down box and select "remap". The wireframe will expand to cover the whole texture panel. Scale, move or rotate it until you are happy with the look of the texture in that "plane" and save it using the file menu (at the top left hand side). You will notice that the "back" appears to "run", or look "streaky" this is because the "back" is 90 degrees to the "bottom", but we can "bend" the texture around corners to apply it to the "back".
Note: there is a very good tutorial on the chumbalum Forum: http://www.planetunreal.com/prefablab/t ... remaps.htm
using photoshop to make a texture and apply it to a 3d object. I suggest you have a look - even if you dont have photoshop the latter part of the tutorial shows you how to do this much better than I can here.

However - we can "bend" a texture around corners in two ways:
1) in the texture coordinate editor window by using the select button (and the Keyboard shift key)
2) in the main view window by using "face" and "vertex" select
Either method will work, I prefer to use the second version most of the time.

Anyway to proceed - we will do this bit in the main view window using face and vertex select - your sub group should still be selected so what I usually do is select only the faces I want - select "face" under the "model" section of the right hand menu area and using the shift key (holding it down) select only the faces in the right angle (back view), then using select Vertex in the same view and still holding the shift key select the vertex’s that make up the whole "back" panel - then its back to the texture coordinate editor - same subgroup, same texture - select "back" in the little drop down box on the right hand of the editor window and hit remap - all going well the "back" of the engine support sub group should now expand to cover the texture panel. Then its simply a matter of - scale, rotate, and move until the texture "fits" the "back" of the subgroup.

As I said before experimentation is the key........

Boy this is hard no wonder I wasn't able to find a tutorial on this....... that's enough for me for now..... but I'll be back.... maybe with pictures. At some point I may make the Mystere model available with textures.... I wanna finish it first......

Harrier



Retreat[![! ---- I'm too badly messed up now[![!

Post Fri Sep 26, 2003 2:00 am

Looks like you've been busy Dave....the model is looking coll (inside joke dave gets it)...keep up the good work

Yo Buddy,
Alex

DOWN WITH PANTS!!!

JOIN THE ANTI-PANT REVOLUTION!!!

Post Fri Sep 26, 2003 7:39 am

sometimes i can't keep with you harrier, i'm following your thread and doing it with the slipstream aka black specter, but any way thanks for this tutorial. Keep it up men, you done me good things.

BTW is there somebody out there already compiling this. Please compile it to extent.

This guy really help us alot.

Working hard to earn... but too lazy to do something...

Post Sun Sep 28, 2003 5:38 pm

buuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuump

DOWN WITH PANTS!!!

JOIN THE ANTI-PANT REVOLUTION!!!

Post Mon Sep 29, 2003 10:37 am

Hi all,

I will be back shortly - I promise - to do some more on the tutorial

I thought I might try to link to the completed mystere, and hopefully this one wll work....

This should be the end result of all our work.........



Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Sep 30, 2003 8:35 am

its cool.

btw what's the website of epsilon again....

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