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CS Girl Tutorial |
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That should be it. Now would be a good time to click the SelUnassigned button under
the Joints tab in the control panel. Make sure you can see your whole model in one
of the views in wireframe mode. If you see any red dots, you have stray vertices and
your model will not work correctly. Go back through these steps and find where the
vertices belong.
Save your model then save as a new copy. We’re going to do one more test before
we get ready to texture our model. Use the menu File > Import > Half-Life SMD and
select the walk.smd from your gsg9_decompiled directory. It’ll ask if you want to
append keyframes at current time. How you answer doesn’t really matter. Click the
Anim button at the bottom of your screen, then click the first button with an arrow
on it.
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Your animation should start playing.
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Your animation should look pretty good by now. However, it may look like some
deformed mess.
If this is the case, then you moved the skeleton at some point and will need to
start over at the point where you imported the skeleton and go through the process
of attaching the vertices to the joints all over again.
If everything looks good, go ahead and close the model with the imported SMD
without saving. We’ll use the previous copy we know is good. We’re now ready to move
onto the texture.
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Before we can actually start unwrapping our model, we’ll need to separate our
model into groups. This will make unwrapping the model much easier.
In Milkshape, select the Groups tab in the control panel. Select all, then
click the Regroup button. This will make sure our whole model is in one group.
Next, using the selection tool, select faces by vertex and do not ignore backfaces.
Select all the faces on the gun, click the Regroup button, type “gun” into the
textbox next to the Rename button, then click rename.
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Select the faces in the head, excluding the pony tail, regroup, and rename to “head”.
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