Milkshape 3D SDK 1.7.7 for Delphi by fig : ms3dsdk177_delphi.rar, 431 KB: MilkShader by Keith Harrison: download here: MilkBones by Mr. Bones (a collection of pre. Model Rendering Tutorial by Brett Porter ([email protected]) The source for this project has been extracted from PortaLib3D, a library I have written to enable. After hours of googling and few forums searches, I had to make a new topic --- so sorry about that: I know how to use 3ds max and I recently installed Milkshape 3d to. 3D tools and plug-ins. Below is a list of plug-ins, add-ons and tools I’ve written to work with various 3D modelling apps such as 3D Studio Max and Milkshape 3D. Mod The Sims - Tutorial: Sims_3_Hair_Basics. Introduction. This is a VERY BASIC overview of how to make TS3 hair. It is NOT a full idiot's guide tutorial. Instead, it is is geared toward people who were already working on hair for TS2 and just want to convert their stuff or get started on making new stuff for TS3. It has no hand- holding and no big red arrows. It's complicated, it's hard, it's frustrating, and some things we just don't know enough about to tell you the right way to do it. But it's worth it in the end. Milkshape 3d Ms3d Download Free![]() If the challenge doesn't scare you, read on. If it does.. wait for other people to figure this stuff out and explain it better. Required Stuff. You need to get and install ALL of this before you start. There's a lot of it, but it's all fairly small. Programs. DABOOBS - For packaging up your hair mesh and making it unique. CTU - To grab one of the game's meshes to import so you have a basic skeleton, and to look at the game's original textures. Sim. PE - If you are converting a TS2 mesh to TS3. QADPE - To peek inside files you've already made to get the instances for existing DDS files, so you don't have to duplicate them for other ages/genders. Milkshape - You will need the 1. BETA version. Previous versions will not work! Milkshape 3d Ms3d Download YoutubeMilkshape Plugins. These get put in your Program Files\Milk. Shape 3. D 1. 8. 5\ folder. Other Stuffs. NET 3. Required for DABOOBS, CTU, and QADPE. You need . NET 3. All images below can be clicked for a full- size version. ![]() What this tutorial will teach you. This tutorial is designed to show you the basic steps of making a Body Shop mesh using Milkshape, Unimesh, and SimPE - making a new. 3D Graphics features. Lots of precreated materials and shaders; Fast, precalculated lightmap support; Dynamic light support; Particle Systems; Realtime reflecting. Free Helicopter 3D Models. Free 3d Helicopter models available for download. Download free tag 3D models available in many file formats including MAX, OBJ, FBX, 3DS, C4D. Download 71,171 FBX files - Autodesk FBX 3d models ready for VR / AR, 3D design, animation, games and real-time apps. Smaller sizes are provided to make this page load fast, and be easy to read. If you're transferring a mesh from TS2 to TS3, you'll need to extract the mesh and textures first. Open the mesh file in Sim. PE. Click on GMDC in the Resource Tree over on the left. If there are multiples in the Resource List on the right, pick the adult one. In plugin view, look at the list of subsets under Models at the bottom left. There may be just a few, or a whole bunch. Scroll through the list and make sure there are no duplicates of the same name. If there - are- duplicates of the same exact name (as some meshes have) you will have to rename them so they all have unique names. To do this, click on the Groups tab, select each group in turn, and give it a unique name in the "Name" field - i. If you don't do this, the separate groups will all be combined when importing into Milkshape. Switch back to the c. Geometry. Data. Container tab (first tab) when you're done. Tick all the little boxes beside the part names, and then click Export. Leave the file format as the default, . You can repeat this for other ages, if they're significantly different from the adult age (like a much shorter version for toddlers). Open one of the texture files in Sim. PE. If there's a light blonde, white, or grey version, choose that over black or dark brown type colours, as you'll be converting the textures to look silvery white. Click on Texture Image in the Resource Tree over on the left, and then start looking through the list of textures in the Resource List on the right. Depending on the hair, there may be one, two, or more textures you'll need to export. When you find the ones you want, just click on the Export button and save the image(s) as a PNG file type. Call them something descriptive, and save them where you can find them. Get a Base Mesh. Run CTU. File - New. In the dropdowns, choose Age, Gender, and Hair. Choose the mesh you want to use as a base. DABOOBS only does hatless hairs so you'll need to choose a normal hair that doesn't have hair ties or hats or anything like that as your base. I usually use AMHair. Balding as it's always worked without hassle - it does not matter if you use a different age/gender than what you're making! Choose Extract Meshes and save somewhere you can find them. Edit in Milkshape. Now you need to either refit or make your mesh in Milkshape. Depending on the mesh, this can range from quite easy to extremely time consuming and complicated. Getting Started. Run Milkshape. File> New. File> Import> Q- Mesh Sims 3 GEOM Importer. Choose the LOD0 file you extracted with CTU (i. LOD0 in its filename). You'll get a message about the default skeleton being used. Ignore it and click OK. You can hide the GEOM- 0. File> Import> Wavefront OBJ and choose the example face/scalp/body obj file appropriate to the age/gender you're creating for. Repeat for the other face/scalp/body parts if desired. This is just so you have something to use as a template to scale and align your hair with. File> Import> Wavefront OBJ and choose the hair you're converting that you extracted with Sim. PE (if you're doing a conversion). Editing Your Mesh. This part isn't going to be covered in depth, as this tutorial is not meant to be a full lesson in learning how to use Milkshape or how to do UV mapping, but a few key points and tips will be demonstrated. If you are a complete Milkshape newbie, there's some editing tips over on the TS2 Unimesh 1 - New Mesh Basics tutorial, under the Milkshape editing part, which you may find helpful. There are also basic tutorials in the Milkshape help file, and to be found online if you Google. A note on TS3 hairs: If you're familiar with TS2 hairs, you'll know they were multiple groups, and had a "hair" group that often functioned as a scalp or base layer of hair (covering the big hole in the head where the hair should go), with the other stuff layered on top as separate groups, with underside and front side separated. Each group could have its own independent texture and UV mapping. TS3 is quite different - there is always a scalp which is present in all hairs (you can't get rid of it but you can give it a hair texture) and all of the meshed- in hair parts are part of one single group, and thus must all share a single 1. UV map). Polygon counts seem to be roughly doubled overall - so instead of ~3. TS2 hair, in TS3 it's around 6. But of course, you should always strive to keep your poly count as low as possible and cut out unneeded polys and model things simpler whenever you can. If you're doing a TS2 to TS3 conversion, you need to delete any duplicate groups that were the undersides of the hair. Usually, front sides and undersides are done in pairs - i. However, this may not be the case in all hairs, so you'll want to hide and unhide individual groups to determine what's what before deleting anything. Regroup Parts Separately. Some hair may be quite complicated - for example, a ponytail that has curls at the back as part of one group, plus tendrils around the face as part of the same group. By selecting the individual parts in face select mode with by vertex checked, you can then regroup them so you can edit them easily on their own. Use Coloured Groups. It's a lot easier to see if different parts are poking through each other if you get them to show up in different colours. To do this, right- click in the 3. D view and tick "Colored Groups.". Reshaping for Conversions. If you're doing a conversion, while the hair may be roughly in the right place, you'll need to do some editing to smush it around and get it to fit into place. The hairline should usually not start not right at where the scalp does, but about an inch lower on the forehead. You can always import an existing mesh (other than AMHair. Balding) with a harline you like and use it as a guide for placement. Reshaping is usually easiest done by taking the whole mesh and scaling up or down by a little bit, and moving it roughly into place. Then hide everything but the lowest layer, and shape it into place. Unhide the next layer up, shape it, and so on, until you've done the whole head. Once you've got your mesh all nicely reshaped and the UV map edited, save a copy of it all still separated in MS3. D format, so you've got it if you ever need to do a major edit. Regroup All Together. Delete the face and scalp (don't touch the hidden GEOM- 0. GEOM- 0. 0) and regroup them into one single group. Now you need to assign this part of the mesh some extra data. This functions similar to material definitions in TS2, allowing you to shade certain parts of the hair lighter or darker for interesting effects. This also makes it so you can recolour the hair properly in game - without doing this, your whole hair can be just flat black. Here, we're only using the very basics of the Extra Data function, but you can do something much more interesting if you experiment with it, using smaller selections than the whole thing. Select the whole regrouped- into- one part you've made, and then do Vertex> Sims 3 Extra Data Tool. Fill in 2. 55 in all the boxes and then click all 4 "To All" buttons and then finally Commit and Save All. You need to also make an underside for your hair, since faces are only visible on one side. With your whole mesh still selected, duplicate the whole thing (you may not need to duplicate - everything- in some special cases, as things where you'd never see the underside can be left out). Then. Face> Reverse Vertex Order. This flips the duplicate inside out so it's facing the other way. Scale the whole thing by . XYZ). This makes it so the vertices of the inside and outside aren't in exactly the same location; otherwise you'll get some very wonky display issues in- game. Vertex> Align Normals. This makes it so the faces aren't just black on the correct side. Vertex> Sims 3 Extra Data Tool again, and this time, put in 2. Click all four To All boxes and then Commit and Save All. This will shade the underside just a bit darker than the main side, making it look a little shadowed. Then you can regroup your front and back sides together, so you just have one single group (besides the still- hidden GEOM- 0. Bone Assignments. For short hair, you can merely flip over to the Joints tab, and with the whole hair selected, find the b__Head. New__ bone (a little more than halfway down) and click Assign, to assign the entire hair 1. Head. New bone. Quick and easy and works just fine - TS3 doesn't have issues with back of the neck gaps or sway in the breeze animations to worry about.
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