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15. Importing Meshes 16. Sun Shadow Meshes 17. Object Creation Part 2 18. Extra Credit Wood Grains 19. Credits
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9. Wood Grains
9.1. Introduction 9.2. Assigning Material 9.3. Selecting Faces 9.4. Opening Texture CoorDinate Editor 9.5. Selecting UV Faces 9.6. Rotating UV Faces 9.7. Scaling UV Faces 9.8. Checking Legs 9.9. Saving File
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A window will pop up immediately and you will click on the Object button and then Next as shown.
Do not worry about the shadow les. You only need these two. Save your mesh les to a folder named Tutorial Table and they will save to .WSO Files.
Then once you get those from Workshop you go to: File Save and Workshop will prompt you to save to a .WRK File so you can re-open your project later. Save it to the Tutorial Table folder that you exported your meshes to.
X = Sideways
Y = Up/Down
Z = Front/Back
You should now have an object that looks like the one on the left.
Notice how the Table Top is red? That means that section is currently selected. Anytime a part of your mesh is red in Milkshape it means that that portion is selected. You can deselect everything by going to: Edit Select None at any time and reselect by going to your Groups tab highlighting the group/mesh part and hitting Select.
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You should now have only Box01 and Box02 visible. Box02 is the leg which is red and means its already selected.
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When you are done you should have something like this: Box01 Box02 Duplicate01 Duplicate02 Duplicate03 Make sure you only have 2 boxes and 3 duplicates when you are nished, along with your group_1 mesh.
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Now a box will pop up listing the groups that we made and renamed in Milkshape. Lets select Leg1 by clicking on it and then OK. We want to begin mapping our parts so we will go to: Edit New UV Map Box
Another window will pop up asking us for dimensions. Im going to leave this to default and click OK.
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Slide at the dots to scale the image down. You should have something like on the left. See where my Leg1 is now? We will repeat this process for all the groups in the mesh: Leg2 Leg3 Leg4 Top We want to make sure none of the parts are overlapping so when we scale each piece we will put on a dierent part of the white area.
When you are done your screen should be like mine with all the parts on dierent places on this gigantic white part. See how I have scaled all to t the space Im working in? Now our parts are separate and we can begin the rst process of mapping our mesh as it needs to be.
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I am going to drag my curser over the rst section of attened mesh so that that one little piece is selected like on the left. Can you see my selection? Now I can resize that one piece of the side of the mesh part.
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We need to do that for all of the leg pieces. They are obviously the ones on the map that have the same box map. Notice how one is dierent? Thats our top. So in turn you are going to take all the long pieces of the 2 legs on top and place on your map until your map looks like mine. Notice the smaller squares I have circled at the top? These were the tops and bottoms of the legs. UV Mapper auto mapped these for the dimensions it saw. We need to move and resize these too keeping in mind that these will not be visible parts on the nished mesh so that our map does not need to dedicate a lot of space to them.
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8.5. ARRANGING
Now we want to make these legs t better on our map. So we will drag our cursor rst over the top set of leg sides and move them to t that half of our white space on the map. We will do the same for the bottom leg sides. Drag your cursor over the bottom sides and t to the map in the same manner as you did the top keeping the bottom on the bottom part of the map. Time to do our table top. Remember the tile rule I discussed above? 256256? Well here we will apply to the top of the table. The top and bottom of the table obviously must take up more space on your map for your texture to look correct otherwise your texture will be blurred in game. Looking at your table top you will notice 2 large squares and 4 small rectangles. Because we have UV Mapper make a box map it automatically sized the top and bottom part of the table larger then the sides. Big plus for us because we now know which parts are which. Now we want to map the top so that the Top and bottom takes up as much of the other half of our white space as we can. Why? Well because if we dont our textures will blur on our object.
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You may have to overlap while resizing. Thats OK as long as you keep the part you are editing active that is selected. You just need to make sure it does not overlap once youre done. Notice how I moved the sides of the top over? That was to make room to work. Now we will resize the sides the same length as the top.
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UV Mapper unwraps boxes and cylinders at the click of a button, whereas in Milkshape we have to do all that by hand tediously. However, in Milkshape we can make easy adjustments and see the changes happen as we make them. With UV Mapper Classic its a downright bear to use the rotate option to assure that your wood grains can face the correct direction. We can do this much easier with the Milkshape mapping tool and achieve the same results we are looking for. So we will be switching to Milkshape to rotate our grain in the correct direction for the purpose of this tutorial. As you progress in your meshing journey, you will be able to choose which option seems best for you personally.
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This is what you will see. Notice how our selected part is showing. Remember our UV Map in Mapper Classic? Yes this is one of those mapped parts.
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Next using the dropdown in the top left window we will select Back. Repeat the above steps from 9.3. Selecting Faces to 9.7. Scaling UV Faces until all 4 sides are remapped: Front Back Left Right
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Remember how we worked with our pieces when we originally did this mapping? Well yes we are going to x these 4 pieces by doing that again. So go to: Edit Select By Vertex And drag across one of the squares with your curser. If your parts are overlapping please see Page 52 how to x.
We want to redo the squares to the original mapping position so one by one drag them back into place.
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When youre done your map should again look like on the left. Go to: File Save Model And overwrite our table model.
We need to save a UV Map, which is basically a .BMP le, so we can use if for our texture les later. Go to: File Save Texture Map A screen will pop up. You need to change the dimension to 512512. Then click OK and name this table.bmp.
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The rest of the plane carries the texture for underneath of our table. In Workshop there is a Shadow Texture in the materials part of you Mesh tab. It looks like on the left. This actually has all of the shadow les for every mesh in the game. What EA has done is mapped the shadow to any one of these textures and resized to what a real life shadow would look like. You can save this picture to use as a permanent le for future meshes.
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You should see the picture above in that tab. Click the Edit button.
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All EA objects use this very same Atlas, so well export this then you can keep it for all time. You want to open your graphic program and save it as a .JPG or .PNG le for use later.
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13.4. ADJUSTING
Since our object is pretty much scaled the same as the original, you wont see a big dierence here in the shadows. But think about a dierent shape. Suppose our legs pointed inward a bit. Those 4 squares would not be in line with the legs. Suppose we made round legs? Then we wouldnt want square shadows now would we? This is where you would adjust that shadow. Just to take a look go to: Window Texture Coordinator Editor In the drop down list as we did above click on group_0. You will see the shadow le I just gave you in the texture window. You can see the shadow les highlighted (The squares with red dots) and from here you can move them to the proper shadow by using the Move option and resize the shadow by using the Scale option.
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Now go to: File Import Wavefront OBJ You will import the .OBJ le we used for the High Detail Mesh. Now you will have the situation like on the left. Now you will select in turn each group by clicking on them and hitting Select. Once your table is selected you will hit Regroup. We now have Regroup00 in the groups window. Delete the group named group_0 and so what should we name our new group? Well group_0 of course! As we named our les in the high detail group_0 and group_1 its the same for the low detail, except that the low detail only has one group. Therefore Rename your Regroup00 to group_0.
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We now need to go to the Mesh tab in Workshop. Remember when you exported your les? Well we shall do the same thing except we will now Import our .WSO les. So import your: High Detail Mesh .WSO Low Detail Mesh .WSO Using the drop down list and the Import button. (You may refer to Apples tutorial at any time for more detail.)
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Click on the arrows and the dialog on the left will pop up. You want to choose from the list the higher vertices and faces count because this would be the actual table mesh. How do we know this? Think back to your table. It has all the vertices and faces, the other being the ground shadow. The ground shadow will always have the lower count. We want to select our table so click on it and hit OK.
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Next: A.) Go to your Materials tab. B.) Click on New. This will create a new texture le for your mesh. C.) Then click on <none> top one. You will be able to load a texture from there. Any one will do, I chose to use a light wood one for this tutorial 512512 so we can see what Im doing. A wood or striped texture is best so you can see the direction of your wood grain. D.) Then click Assign.
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We want to map each side of our square. Therefore click Select, then Face and tick Ignore Backfaces. Now we will begin to select our mesh parts.
As you can see there are 3 windows that have Front, Left and Top. We will change those as we go to map all sides of the mesh. As you can see from the photo on the left, I have selected one side of the mesh the Front. You select by dragging your curser over the face of the object. It is the part that looks like the square with the line through it diagonally. See how the side I selected is in red? Now Im ready to map that side.
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Now we want to rotate this square so that the wood grain is going in a dierent direction. You can see by the picture the wood grain is going up and down, but we want it to go sideways. So click the Rotate button and rotate the object 90 degrees, right or left, no matter on this object. Then close the Texture Coordinate Editor.
Look at your mesh in the 3D window. See how we changed the wood grains direction? We want to do this for each side of our mesh. We are going to repeat this procedure for the Back, Left and Right sides of the mesh by using the small drop down boxes I circled earlier.
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Open UV Mapper. We are going to x our map now to the proportions we would need to actually make our square mapped and not have the textures stretch. I loaded my square into UV mapper and as you can see I have overlapped a few pieces. Thats OK were going to x that so we can work with our mesh.
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Im going to do that for each overlap that I have one at a time until all squares are in their own space.
We want to move our squares around now so that each square takes up 1/6 of our map. Remember the rules for the map space we covered earlier. In the case of our square each side is the same so all 6 sides will need equal space on the map. Using the same technique we will select each square and move them to ll the map. You should have something as shown when you are nished. Now we will save our model and our UV map as we did above. You now have a mapped square with all the grain going the correct way. Hopefully you now can be well on your way to meshing with ease!
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A special thank you to Murano for helping with designing the layout.
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