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slar
10th Jun 2011, 06:56 PM
I have my own answer to this question, but I want to verify and expand it with a more experienced mesher’s knowledge. Do adding 3D details essentially involve fashioning together a basic shape and moving vertices around to give the shape more features? In order to add more detail to a face or collection of faces, would I simply click face, then subdivide, and move the newly created vertices accordingly? Is there something more to this process in the context of body or hair meshes?

Normals

As of now I’m using the align normals function where I join meshes together. To adjust detail further, I pick one vertice with the desired shading and use either the “Normal Data Merge” or “Extended Manual Edit” functions to adjust the shading of the vertice that I want to change. Both procedures use guessing more than a specific methodology and I usually have to click “Undo” many times. How can I more efficiently and purposely alter normals to create 3D effects?

Thank you for your time and tolerating my string of questions! There isn’t a lot of quality meshing tutorials for Milkshape even outside the context of Sims; so many gamer nerds could use your answer. By the way, I recently bought an E-book called “Hands on Milkshape.” Is it very useful in answering my questions?

fakepeeps7
11th Jun 2011, 09:27 PM
You can add more vertices and move them around, but remember to make sure the bones are assigned and weighted appropriately. I don't know if I've ever added 3D details from scratch. I almost always use a piece from another mesh (even if it is a tiny piece and on an entirely different area of the body) because it's so much easier to Frankenstein. Sometimes the finished pieces don't look anything like the originals (because the bones, vertices, and normals have been played with so much), but it's still easier to start with an existing piece and tweak it than it is to start from scratch.

Unfortunately, trial and error is pretty much the only way of dealing with normals. There's no set formula or anything that I know of. You pretty much just have to play around with it until you get something that looks decent. One trick that I have found that helps is to separate parts of the mesh (using Regroup) before playing with the normals. This helps you get a nice, smooth-looking mesh, especially along edges. (Of course, you recombine the parts when your normals are all pretty.)

slar
16th Jun 2011, 12:06 AM
Okay then: remember the bone assignments and weights! Thanks for your help, Fakepeeps. I suppose I'll have to experiment myself in order to answer my questions.