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3 Dimensional Chat / Please help me with a table using milkshape

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A4 PrOdUcTiOnZ
18
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Joined: 7th Aug 2006
Location: In The Lab
Posted: 10th Sep 2006 05:01
Hello i'm tryin to make a table for my game using milkshape. I want a real long table but this is my first time making this so can somebody help me with this please......Duva A4 PrOdUcTiOnZ

www.a4productionz.com
indi
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Location: Earth, Brisbane, Australia
Posted: 10th Sep 2006 05:07 Edited at: 11th Sep 2006 08:26
if you type "Milkshape Tutorials" into Google there is a plethora of content.

think of these steps to learn

[1]illustration design idea
[2]modelling shaping
[3]skinning wrapping texturing
[4]rigging joint tests
[5]animating motion movements
[6]export to desired format


http://www.psionic3d.co.uk/tutorials.html
http://www.josh.ch/joshch/tutorials/milkshape,welcome.html

Take a few hours to look around this website, you will find a plethora of code snippets and support guides as well as sticky posts that hold valuable information.

Xenocythe
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Posted: 10th Sep 2006 05:09 Edited at: 10th Sep 2006 05:10
Make a box. Stretch it out. Make another box. Place it at the corner. Copy that 3 more times. Place everything in the right place. Good job!


EDIT: Didn't see that Indi, disregard my sarcasm


A4 PrOdUcTiOnZ
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Posted: 10th Sep 2006 05:11
i can do that put i don't know how to get the legs under the table top

www.a4productionz.com
Xenocythe
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Posted: 10th Sep 2006 05:12
have you tried the move button?


indi
22
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Location: Earth, Brisbane, Australia
Posted: 10th Sep 2006 05:13 Edited at: 10th Sep 2006 05:21
subdivide the bottom series of polygons 4 times and extrude the four bottom corner divisions and the legs will just pop out.

the manual is online so leave this window open while you work with it.
http://www.swissquake.ch/chumbalum-soft/ms3d/help/index.html



someone wrote an advanced subdivider as well
http://www.chumba.ch/chumbalum-soft/forum/showthread.php?p=116185#post116185

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 10th Sep 2006 13:17
Quote: "subdivide the bottom series of polygons 4 "


I don't recommend subdivision unless you're doing high poly/high detail work.

Sven B
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Posted: 10th Sep 2006 17:13
Quote: "subdivide the bottom series of polygons 4 times and extrude the four bottom corner divisions and the legs will just pop out."


I don't think MS has that feature.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
The crazy
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Posted: 10th Sep 2006 18:26
milkshape does. but thats not the best way. just make a few more boxes and scale/move them as you please

indi
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Posted: 11th Sep 2006 08:26
unless you want to deform the table within your game and take the multiple limbed approach there is no need to create extra limbs, the final result will run faster if it has less limbs and just one mesh shape. You guys base no evidence why not to use that feature when clearly its a tried and true method so erm good luck with that. regardless these are things you have to think about when working with all media and code.

The crazy
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Posted: 11th Sep 2006 16:47
who was talking about limbs? I was just giving a newcomer the simplest way possible to do a table

like my old graphics teacher always said, there's more than one way to skin the cat.

indi
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Posted: 12th Sep 2006 02:06
unique meshes in 3d packages come out as limbs.

The crazy
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Posted: 12th Sep 2006 02:35
really? thats awesome! I so need to remember that. But I know if someone tried to tell me how to subdivide it and extrude and everything like that when I was at his stage, I'd be very confused. Besides, I've used unique meshes in pretty much all of my games. Never had a problem.

SpyDaniel
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Posted: 12th Sep 2006 17:00
I am surprized you helped 'A4 PrOdUcTiOnZ', hes been a pain in the FPSC forums.

Reality Forgotten
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Posted: 12th Sep 2006 20:58 Edited at: 12th Sep 2006 21:00
I can not understand that someone can not grasp the concept of a table in any modeling program.

I have noticed that there has been an influx concerning these types of questions almost as if people want us to model everything verbaly for them instead of figuring it out for themselves. Though in thier defense. We all started out at various levels of understanding of the 3D world. not everyone learns at the same speed or comprhension level. So I guess tolerance is what we are going to have to have. But I Recommend that everyone should utilize the resources (ie...Forums, manuals, tutorials) that support the respective software that they use. In the long run they will learn alot more than just asking a few qustions in here.

Just my two pence.

RF
indi
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Posted: 13th Sep 2006 15:27
sometimes a little education goes a long way.

The crazy
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Posted: 13th Sep 2006 17:14
but basics are the foundation of greatness.

Sven B
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Posted: 13th Sep 2006 17:39
Quote: "don't think MS has that feature.
"

Quote: "milkshape does"


I have milkshape, and have not yet found the subdivide feature...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Manic
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Posted: 13th Sep 2006 18:04
that's because subdivision is a technique, not a command. (unless you're talking about automatic sub-D meshsmooth, but that's not the same thing.)

I don't have a sig, live with it.
Reality Forgotten
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Posted: 13th Sep 2006 20:38
Quote: "but basics are the foundation of greatness"



I agree whole heartedly. I was using Blender for a while. I got the hang of the keyboard dominated control profile and had complete some very nice models. When I tried to get over zealous with the geometry I noticed my models turning into high poly mounds of garbage. I then went back to the basics and things are shaping up rather nicely. I also noticed that you can do alot with textures to simulate certain 3D aspects. So in point try not to model every aspect, try to keep it as simple as possible.
My wife purchased 3ds for me with out me knowing (early B-day present) So now I have a new platform to learn on. and from the tutorials that I have completed you can achieve powerfull models by apply the very basic in design theory. I am in the middle of modeling my first low-poly game humanoid character and everything thing that I have done so far has been basic stuff ie...adding box's, extruding, rotate/angle deforming. adding planes and cylinders. It's shaping up to be a very nice model for a first attempt at an organic item. so my advice to A4 productions is this:

a. All of the infromation that has been given to you is very valuable. learn from it! don't let it go to waiste.
b. If you want to start by learning how to model a table then try the most basic theory for creating one.
1. Create a rectangle, select vertice edit option, move bottom
4 vertices just below the top 4.
2. create for more recangles and make them the legs. put the in
the corners and then merge the 4 legs with the table. you
may want to uvmap them prior to merging them (I find this
helps me out a bit on certain items)

That is is the basic theory, try it out.

C. No matter what is said to you on these forums it will not turn you in to a super hero over night. You need to locate the manual and any and all tutorials for the respective program. you need to study them for theory of operation and then study the actual models to understand how they are developed. Even if it looks simple there is a reason why the geomtetry was set up the way it is. you need to keep some things in to consideration when designing an item.

Is it going to be animated? where are the joints going to be? Do my design plans allow for animation? Can you Unwrap this item and keep it as simple as possible? is it condusive to the texture You plan on using? can you achieve the detail you want with out sacrificing in game quality? (meaning: can you give up some poly's)

These are just a few questions. There are about a billion different questions pertaining to model design. make sure you do not limit the different styles of everything.

"There is more than one way to skin a cat"

I hoped this helped.

RF
The crazy
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Posted: 14th Sep 2006 03:00
Quote: "My wife purchased 3ds for me with out me knowing (early B-day present) "


Wow! Some b-day present

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 14th Sep 2006 13:02
Yeah i think christmas is going to be an empty ordeal for me


RF
Heckno
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Posted: 15th Sep 2006 01:27
Reality she's a keeper!!!


Building anything in Milkshape is better done by placing the vertexes and creating faces from them, meaning to build a table layout the shape in vertexes don't try and use boxes because the normals will get messed up if you try to attach the legs to the top....
RUCCUS
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Location: Canada
Posted: 15th Sep 2006 02:43 Edited at: 15th Sep 2006 02:43
If I were you I'd get Wings 3D, heres a simple tut to make a table;

1. Create a Box
2. Select top face, move down on z axis to desired table top thickness
3. Select entire object, scale on z axis to desired length
4. Rotate camera to below object
5. Select bottom 4 edges, cut into 3
6. Select the 4 vertices just created tat lie on the x axis, scale on x axis until lined up with picture.
7. Connect the 4 verts
8. Cut the newly made edges into 3 again, and repeat steps 6/7, except select the 8 verts that lie on the z axis instead of the 4 on the x.
9. Select the newly made square faces, and extrude downwards.



Your signature has been erased by a mod because it's larger than 600x120...
The crazy
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Posted: 15th Sep 2006 04:11
oh man, ruccus, I love your style

indi
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Posted: 15th Sep 2006 15:26
the normals can be adjusted after with a click so erm yeah.
great diagram ruccus, and hello one mesh.

RUCCUS
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Posted: 15th Sep 2006 15:30
Strange, I didnt think the image was that big, photobucket shrunk it to half its size...

Your signature has been erased by a mod because it's larger than 600x120...
treborguy
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Posted: 15th Sep 2006 23:48 Edited at: 15th Sep 2006 23:49
photobucket uploads .gif format, you'll get it to about 3 times the size that way ->

Brains are for idiots.

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