Author Topic: Milkshape Beveling  (Read 3718 times)

How would i bevel my models in Milkshape?


You need to do some vertex-inserting and face-subdividing, I think everyone who wants to model anything that isn't polygons stuck together should know about these functions so I'll run you by them.

General shape selecting methods

To select things: Click and drag over what you want

To select extra things (without losing already selected things): Hold shift and Left Click / drag over

To DE-select things (without losing already selected things): Hold shift and Right Click / drag over


Some tools of the trade for forming shapes

Vertex tab > Divide Edge (Ctrl + P): This inserts a vertex between two selected vertexes, and fills the gaps with the needed faces. Super useful, but be warned as it tends to mess up if you do it using the same vertex more then once. It creates extra vertexes on top of vertexes, so far I haven't found a way to remove these and they make it impossible to work with these vertexes afterwards (to insert faces, ect.)

Face tab > Create Face (F): pretty self explanatory, select 3 vertexes and hit F to create a face connecting those 3 vertexes.

Face tab > Reverse Vertex Order (Ctrl + Shift + F): Flips a face around basically, this is crucial when you're creating faces inside a shape (to trim off some part of the shape later to reveal it). It also allows you to fix models that have faces facing the wrong way.

Face tab > Subdivide 2 or 3 or 4 (Ctrl + 2 or 3 or 4): Divides a face into 2 to 4 other faces, all while inserting whatever extra vertexes are needed.

Subdivide 2 splits a face into 2 equal parts, creating a tangent from the middle of the Hypothenuse border line, connecting to the vertex at the top of the face triangle.
Subdivide 3 splits a face into 3 faces, creating a vertex in the middle that connects to all corner vertexes.
Subdivide 4 splits a face into 4 parts, effectively creating a face Inside the face you selected, plus 3 faces to fill the gaps and 3 vertexes positioned in the midpoints of each border line.

Face tab > Turn edge (Ctrl + E): Ridiculously useful, it "flips" 2 adjacent faces around, repositioning the middle border line between them (effectively rotating the faces around). You can only use this function on 2 faces that share the exact same border line. It uses existing vertexes to reposition the border line, so no new vertexes are created or anything.

Face tab > Hide Faces > ccancel: This is to help clean your 3D projection a little, hit this whenever you start seeing too many black faces to get any idea of what's going on.

Black faces are a glitch isolated to MS3D, and shouldn't be present in MS3D unless you did something terribly wrong somewhere else.


You'll have to mess around with these functions, to bevel a face will take a few tries through several routes. Start off by trying to bevel a simple rectangular Box for practice.

I just bevelled a box, I'll post pics and steps to how I did it in a sec.
« Last Edit: July 13, 2009, 06:10:51 PM by Muffinmix »

Milkshape lacks ALOT of user interface and abilities. The constant switching modes between faces, vertices, objects and such is an asspain. I suggest switching to Blender BEFORE getting to comfortable with Milkshape. It increase quality tenfold in the end.

Bevelling a box.



Select a surface (front or back), select both faces, Turn Edge Ctrl + E



Select two vertexes on the border of the face to be cut up by bevelling. Divide Edge Ctrl + E. Do this for the same pair of vertexes on the other side. Then do the 2 other pairs on both sides.
You get something like this



Note the new faces spanning across the shape, they're not nearly good enough to work with as is without morphing the entire shape. Let's flip them with Turn Edge Ctrl + E



Now let's try chopping off those vertexes at the top corner then do Hide Faces > Cancel. What we get is promising,



However, we are now forgeted by Divide Edge here, as no matter what you do, you will never be able to create faces connecting those 4 vertexes on the surface there. You simply get the error message "Please select 3 vertexes". So let's go back before we chopped that corner off.



You can create the needed faces here for some reason, so let's do that, then chop off that corner again.



Alright, no idea what's going on though so let's Hide Faces > Cancel again, (no picture here) one of the faces remained black, hence it was facing inside the shape. So we select it and flip it back around with Reverse Vertex Order Ctrl + Shift + F



Ta-da!

Another, much simpler method would have been to make a 5-sliced cylinder and just bend it a little.
However this is good practive because using these methods allows you to make shapes you simply cannot through any other ways, like cutting holes into shapes for example.
« Last Edit: July 13, 2009, 06:37:53 PM by Muffinmix »

Milkshape lacks ALOT of user interface and abilities. The constant switching modes between faces, vertices, objects and such is an asspain. I suggest switching to Blender BEFORE getting to comfortable with Milkshape. It increase quality tenfold in the end.

Oh and will you shut up. You have absolutely no idea what you're talking about, and you're finally starting to get on my nerves. MS3D is anything but difficult to use and learn, especially for what Blockland requires, plus almost every blockland engine function is supported by MS3D, far more then anyone will ever even see in-game which is a shame. He bought it, and now he wants to learn how to use it a little more to progress and make better additions to the game.

And quality? I bet you know all about quality, you do the exact same loving thing as everyone using MS3D does, essentially sticking shapes together and calling it a day. I look at your avatar and that's what I see, morphed cylinders and some fancy juxtaposed boxes bent up for the feet. I could replicate that in MS3D in under an hour, no joke. And please, don't come whining to me about how MS3D can't make any fancy in-program lighting scenes and all that bullstuff, this is a modeling program for Game design purposes, not Youtube video animations. I honestly don't care how much gloss you can apply to a model unless I see it glisten in the loving game.

Finally you're suggesting he start over from scratch using a new program, essentially you're trying to hold him back from learning to make higher quality things in a program he's already familiar with. The overall quality of 90% of every add-on model on blockland, functionally and esthetically, is stuff, god-honest truth. So I would much rather help people get better at modeling and using all the functions available to them instead of making them start over, at least we'll see some progress in overall quality of all the works produced for Blockland then.

So go peddle your stuff elsewhere.
« Last Edit: July 13, 2009, 06:59:41 PM by Muffinmix »

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I have an opinion which leads to your raging? I am just saying, Blender can do the stuff he is doing with little hassle and time. I voice an opinion about me thinking Blender is better and you rage for no reason. I am just saying that the method of turning and rotating and extruding and stuff is easier in Blender for me. Judging by what I have seen, I doubt you use Blender or even tried using blender. Opening for 5 minutes and saying it is hard does not count. Is this the middle east? I didn't know I get verbally shot when I voice and opinion.

Judging by what I have seen, I doubt you use Blender or even tried using blender. Opening for 5 minutes and saying it is hard does not count.
I'm one up - I use 3ds max. I don't use it for any of my blockland modeling; Guess what I use for that! Milkshape. I don't think muffin is 'Shooting' you because of your opinion. You said milkshape lacks alot of user interface and abilities? Like what? I can do exactly what I do in 3ds max - In milkshape.

3ds max is a steep learning curve - Much more then blender apparently. I used milkshape for more then a year before I changed. If I didn't do it this way, it would have killed me.

I have an opinion which leads to your raging? I am just saying, Blender can do the stuff he is doing with little hassle and time. I voice an opinion about me thinking Blender is better and you rage for no reason. I am just saying that the method of turning and rotating and extruding and stuff is easier in Blender for me. Judging by what I have seen, I doubt you use Blender or even tried using blender. Opening for 5 minutes and saying it is hard does not count. Is this the middle east? I didn't know I get verbally shot when I voice and opinion.

I can't let you suggest someone to make their lives more miserable by completely dumping everything they know about a program to get into another one. Sorry if you think this is raging, I like to think of it as straightening something horribly wrong out, i.e. your opinion which contains fictional information. I know this is a free country, therefore I reserve the right to state whether a suggestion is bullstuff through my own opinion. I'm even nice enough to say why I think that way, and maybe even provide proof to back it up. Yeah free country but if we let the clowns run around and tell people to jump off bridges it'll be a free stuff country.

And by the by I spent a bit more then 5 minutes trying to get into blender, a weekend to be exact. I switched to milkshape and haven't looked back since. Also lol at extruding/rotating(turning?) shapes, maybe moving shapes, woah! We're getting advanced now.

I'm one up - I use 3ds max. I don't use it for any of my blockland modeling; Guess what I use for that! Milkshape. I don't think muffin is 'Shooting' you because of your opinion. You said milkshape lacks alot of user interface and abilities? Like what? I can do exactly what I do in 3ds max - In milkshape.

3ds max is a steep learning curve - Much more then blender apparently. I used milkshape for more then a year before I changed. If I didn't do it this way, it would have killed me.
Ok, extrude. In Milkshape, you switch into vertex select mode, select vertices, hit the extrude button and drag. Then to scale what you extruded, you hit the scale button and scale it to size.

Blender- Hit B, select vertices, hit E to extrude, no need to drag, just move the mouse to select a location then click, then hit S to scale and while scaling, hit the key X, Y, or Z to change scale direction. Then hit A to de-select all. It takes little to know time. Blender can do what Milkshape can do but faster and easier.
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Easy, medium or advanced. Blender can do it much more efficiently in my opinion. Lets extrude a model in milkshape then dupe the existing faces, bring them back over to the other side, check for backfaces, extrude more. The whole process can be done much easier for me in Blender.
« Last Edit: July 13, 2009, 08:02:33 PM by heedicalking »

Now you're just being a fanboy. He didn't ask for blender help, he asked for milkshape help. Shut up.

Now you're just being a fanboy. He didn't ask for blender help, he asked for milkshape help. Shut up.
Quote
this is a free country, therefore I reserve the right to state whether a suggestion is bullstuff through my own opinion.

Ok, extrude. In Milkshape, you switch into vertex select mode, select vertices, hit the extrude button and drag. Then to scale what you extruded, you hit the scale button and scale it to size.

Oh no! I have to click BUTTONS!

Also what are you talking about? Select faces, click extrude, click and drag, each drag creates a new section. See this is what i mean, you don't know what you're talking about so it invalidates your opinion. Sorry life's a bitch like that and it doesn't matter how much you rage against the machine, your opinion can, in fact, be bad.

Oh no! I have to click BUTTONS!

Also what are you talking about? Select faces, click extrude, click and drag, each drag creates a new section.
Ok, I am not going to "argue" anymore because this is getting into a derail argument that could be solved in a PM.

I am talking about that instead of having to move the mouse to change selection modes, Blender uses keys in place. Just hit "E" to extrude in place of having to hit the extrude button to extrude then having to de-select when done.

I am talking about that instead of having to move the mouse to change selection modes, Blender uses keys in place. Just hit "E" to extrude in place of having to hit the extrude button to extrude then having to de-select when done.
Ohhh, I get you. This makes perfect sense now. Instead of simply clicking which mode you want in milkshape, you can spend days on end learning a totally new program!

Edit: And god forbid we have to move the mouse to perform actions on a computer! What kind of backwards society is this!?
« Last Edit: July 13, 2009, 08:38:47 PM by Cboeree »