By Colin 'Chilli' Semple

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Tutorial - ChilliSkinner Intermediate - 'Monster Truck' - Part1

Note Many of the steps shown can be carried out much more easily using the new 'Weld Edge(s)' function in ChilliSkinner 3.0.2 which wasn't released at the time of writing this tutorial.

Introduction
This tutorial is intended to show how to use ChilliSkinner to produce the best results.  It isn't a 'click a few buttons and you're done' method...  you have to think a little about how you break up your model and do a little work too...  but the end result will be worth it.

Apologies for the obscene length of this tutorial but I wanted to produce one definitive tutorial that covers all the aspects of using ChilliSkinner.

Even if you are a veteran with ChilliSkinner, I still recommend that you take a look through this tutorial as it may well show a few things that you may not be aware of.  Indeed if you have some usage tips that I've missed then let me know.  :)

Step 1
On with the tutorial...  The guinea pig model for this one is something I created specifically for this tutorial...  A toy 'Monster Truck'.  Before you ask, I have no idea why a monster truck?!  I don't like monster trucks.. never have, never will.  If you're a monster truck fan please don't start sending me emails about monster trucks... live and let live and all that but I don't like them is all.

So here's the basic model. Nothing fancy, but it will suffice for demonstrating ChilliSkinner techniques that will be common to almost any model you want to skin.

If you would like to follow this tutorial in MAX I have made the model available on the downloads page.

Step 2

Click 'Auto Detach' to break your model into a number of polys.

Now there are two times when it's very useful to manually intervene when using ChilliSkinner, this is the first time; after 'Auto Detach' but before 'Clone'.  Actually you don't necessary have to use 'Auto Detach' at all if you prefer to detach the polys yourself.

Now we are going to manipulate the detached polys manually to give us more logical or 'un-foldable' groupings etc. Basically we will intervene to take control over what will eventually end up as our texture bitmap.

Step 3
Get familiar with tools that we'll be using...

We can use 'Hide Selected' and/or 'Hide Un-Selected' to hide polys and make it easier to work on the more difficult to reach polys.  Here I've hidden two wheels.


Use 'Toggle Visible' and 'Un-Hide All' to view/retrieve hidden objects.


We will also be using 'Attach Polys', 'Weld All' and 'Weld Selected'.  Note the different weld icons.

Step 4
I've hidden all the wheel components.  Now let's work on the body shell...  We are trying to group separate polys together so that  when flattened they will ultimately give us a sensible and understandable  bitmap to paint.  To do this we need to identify polys that if attached together would be able to be unfolded by ChilliSkinner.

We can see that the two sides of the truck will unfold fine.  But we can join them together by attaching them both to the roof of the truck.  

Select both sides of the truck and the truck's roof.

Step 5

Click 'Attach Polys', we now have one poly that consists of right side of truck, left side of truck and the roof itself.  However, although they are attached we still must weld them together to ensure that we don't have duplicate vertices at the joining edges.


Click 'Weld All'.  Now we have a contiguous mesh poly that can be unfolded.

Step6
Let's do a similar thing with the windscreen, bonnet and front grill.  Select them all.

 

Step 7

Click 'Attach Polys' and then 'Weld All'.  We now have a single poly where there were three and clearly it can be unfolded.

Step8
Let's do the same at the rear of the truck.  Select the rear windscreen, back of the truck and the tailgate.

Step 9

Click 'Attach Polys' and then 'Weld All'.  We now have another single poly where there were three and again it can be unfolded.

Step 10
Now here it gets interesting...  visualise the sides and roof unfolded i.e. purple poly group.  The roof will stay where it is and the two sides will swing up either side, pivoting at the top of the door windows where they join the roof.  It will give us a vaguely 'H' shaped poly when flat.  If your visual spatial reasoning is pretty good you could imagine that in the space behind the rectangular roof poly we would have space to lay out the beige tail section poly group...  (don't worry if this doesn't make any sense to you, just carry on and hopefully it'll become clear).

So let's attach the tail poly (beige) to the side/roof poly (purple).  Select both polys.


Click 'Attach'.

Step 11
Now this time we don't want to weld all vertices together as this would mean the vertices around the tailgate and at the bottom of the rear windscreen would all be fixed together.  That would be bad because it would mean that the new poly wouldn't unfold without distortion.  We need to fix the two polys (now attached as one) together where we want them to 'fold', the best place to do this is along the back edge of the roof poly.  To do this we select the vertices along this edge on both polys, in this case two from the former purple poly and two from the former beige poly, you should have four vertices selected (shown in red).


Click 'Weld Selected'.  Note: make sure you don't click 'Weld All' by mistake.

Step 12
Our side/roof poly and the tail poly are now one poly and it can be unfolded.

We can do an identical thing on the front poly i.e. the green one. as it would unfold to fit in the space in front of the roof rectangle.

Select both the front poly(green) and the sides/roof/tail polys (beige)


Click 'Attach'.

Step 13
Again we need to be very selective about which vertices of the attached polys that we weld together.  We want the front poly to 'fold' along the front edge of the roof rectangle so this dictates which verts we weld.

Select the verts along the front edge of the roof rectangle, this will be two from the sides/roof/tail and two from the front poly, you should have four vertices selected.  (shown in red).

Note: Often it's easier to select the correct verts in top/front/back/left/right viewports.


Click 'Weld Selected'.

Step 14
Select the body shell.

Click 'Hide Un-Selected' so we're left with only the body shell poly in the workspace, we're going to do a little experiment :)

If you haven't understood what we did or why we did it in the previous few steps hopefully this is where it'll become apparent.

We are now going to test out our spatial reasoning and indeed our vertex selection/welding skills by seeing if the poly will unfold or not.

Step 15

Click 'Unfold Polys'.  ChilliSkinner unfolds the poly, reverse Origami style :) 

We can see that the front and tail polys we attached have been folded along the edges where we selectively welded vertices.

ChilliSkinner has changed to colour of the poly to green to indicate that it unfolded without problems or distortion.

It's often useful to do this 'unfold test' as you complete each grouping of polys, the colour coding will also help to show you which ones you've done and which you haven't.

Step 16
But we're not ready for unfolding yet...

Click 'Undo' to put the body shell poly back as it was, we are finished with this poly now, let's move on to some others.  Click 'Un-Hide All' to show whole truck again.
Step 17
With the wheels hidden again we are now going to sort out the group of polys under the chassis.  As you'll see, this is seperate from the main part of the truck and although it's not shown, it's worth noting that there is no upward facing poly on this group because it wouldn't be seen anyway.

A quick aside here...  say I spot at this point that I don't really need those hexagonal polys at each end of the axles, after all they won't be seen because they are always covered by the wheels?  No problem, at this stage we can delete (or add) polys to our hearts content.

Back to the program...  select the lower rectangular poly (purple) and the polys either side of it, front and back in relation to the truck as shown.

Step 18

Click 'Attach Polys' and then 'Weld All'.  

Note: we can use 'Weld All' as opposed to 'Weld Selected' whenever it won't affect other vertices on the same poly other than the ones where we want the 'fold' to be.  In this case we want the 'fold' edges to be the edges front and back of the rectangular poly and these will be the only ones welded by 'Weld All'.  Use 'Weld All' when you can because it's easier and quicker.

Step 19
Now we'll do the other two polys.  Select the rectangular poly and the polys on the left and right sides of it.


Click 'Attach Polys'.

Again we select vertices along the edge where we want the fold to be.  In this case we will do both sides at the same time, you should have 8 vertices selected.


Click 'Weld Selected'.  Hide the object so we can work on the body underside.

Step 20
OK this is an easy one, the entire body underside will unfold as a single poly, all we need to do is attach and weld the separate polys together.

Select the five polys as shown.

Step 21

Click 'Attach Polys' and then 'Weld All'.  Hide the body underside poly.
Step 22
On to what are probably the most complex parts of this model, the axle assemblies.


I 'froze' the body poly.  Sometimes it's useful to freeze rather than hide polys, you can't select them inadvertently but you can still see them which often makes it easier to orientate yourself to where you are working on the model.

Hopefully you are following what's going on, if so you'll realise that choosing the polys that are joined together is purely down to the user, there are always numerous ways to do it.

In this case I decided to select the polys around the axle.

Step 23

Click 'Attach Polys' and then 'Weld All'.

Note: So far I haven't attached the end hexagons, the side and top rectangles.

Step 24
For easier access, the body poly has been hidden and the other axle frozen.

Select the upward facing rectangular polys on the top of the hexagonal axle, then select the main axle component (attached in the previous step).

 

Click to go to part2.
If you spot a mistake on this page or think something requires better explanation please email.

(c) ChilliWeb 2001 - Chilli

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