
1.2 - Attaching skin to the model:
I hope you got
a model on your Milkshape-screen now, that looks like this one:

Now we'll
attach skin and clothes. First we have to create some groups of faces to
seperate the modell into areas that'll get different textures. For that we
start marking the left arm and switch to 'Group'-register where we see one
entry, the smoothgroup from before:

Now we click
'Regroup' to assign the selected arm to a new group that we rename by using
'Rename' and the backspace-key to 'leftarm'. Again click Rename to let appear
our new group inside the selection above. To ease the further work we activate
the 'Hide'-button to say goodbye to our arm. That way we create the groups
armright, legleft, legright, head (without face), face (the part that we extruded
+5Z), hip (small part above the legs) and chest (thre rest):

To make the
other parts visible again we choose 'Unhide' from 'Edit'-menu.
Now it's time to think about the look of the single groups. We wish to attach
the skin (skinmeshing). Take these textures for the first time, that we attach
to Blockhead together (do not download these pics but click 'em with pressed
shift-key to get a ready-to-use *.bmp).
These simple textures
are only to practice, with a little fantasy you can create much more cool
skins. First we choose the group 'chest' and make sure that nothing else is
selected. Click 'Select' inside the 'Group'-register. The chest should be
marked. Now go to 'Material'-register:

There we first
click 'New', then 'None', and browse to the file 'chest.bmp' that you just
should have downloaded here. Now 'Rename' and enter 'chest', 'Rename' again and
then 'Assign' to finally attach the skin. Now we'll adjust it inside the
'Textur Coordinate Editor' to move the texture for the chest (that we amateurishly
take for the back too) to the proper position (choose it from 'Window'-menu):

Be careful with
that tool (no heavy clicking, it looses its relation to the object then). First
we choose the group that we wish to texture, 'chest', inside the top selection
field. The texture that is assigned to this group should appear inside the
larger area, 'chest'. Now we set the area, in which the chest should be painted
by selecting 'Region' and dragging a frame onto the texture.
Then click 'Remap' and the grid of our chest should appear onto the texture.
Now we can do the needed fine-tuning by f.e. 'Move'ing the grid to the proper
position. Sometimes it could be useful to change the direction inside the
second selection-field, all directions are available. Comfortably attach the
chest-texture to the arms and legs too, try to rotate the arms to texture them
horizontally. The 'head' gets 'hair'-texture and the face 'face'. Blockhead
gets pants too, a jute-tanga with the tanga-texture. All groups must be
assigned one after another. My Blockhead now looks like this:

I know, not
very pretty or overwhelming, but not bad for the beginning. By using more
faces, groups and textures the possibilities are nearly endless. If you tried
to save your model as *.act-file, you will have been disappointed by this
message: "Found vertex with invalid bone!". That means our humanoid
still is as soft as a snail, he's in need of a skeleton. How to do this is
described in the next chapter.
Milkshape3D
Tutorial
©2000 by Ingo Schweitzer