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What to do with the mesh you've created in Wing3D - Part 3


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Open MilkShape and Import your table mesh, by selecting import/wavefront OBJ




I notice my legs don't quite touch the floor so I use the option select vertices under the model tab.



To be sure I move these vertices straight down I select move and unselect the x and z positions.  Y in MilkShape is the top to bottom direction.  X is right to left. Z is front to back.  Having only the Y position selected my vertices will not move in any direction but up and down.  


Note: in the game Y and Z position are the opposite.  In other words Z in Sims 2 is up and down, and Y is front to back.



Select the full mesh by either using the option under Edit/Select All or you may double click on the mesh under the groups tab, or use the select option with faces selected and drag your mouse over the full mesh.



Now select the Materials tab, then select the default texture that wings3d created, then click on the top box that says none and open your texture file, then click the Assign button.  For the texture file I am using one of the original end tables texture.  This way my table will have several recolors already done for me.



Select the Model tab and then the select option and we want to select faces, so select the Face button



Drag you mouse over just the leg sections, once you are sure you have just the legs selected click the regroup button under the Groups tab.



Now let's hide the legs by using the Edit/Hide Selection option.



Select just the top section of your table and regroup that, then hide it like we did with the legs.



Using the top view area select the bottom section of the table, regroup it and then hide it.



In the left view area select the sides, both the front and back.  You should get both by dragging your mouse over just the front section, as long as you do not have the ignore backfaces selected.



Let's unhide all of the sections Edit/Unhide All



Select all



Under Window/Texture Coordinate Editor - This will only work if you have setup a texture for your mesh.



First we will map the sides from the front view, click remap



Now scale it down to fit in an area of your choice.  You may scale it by dragging your mouse with the scale option selected.  Do this for all of your mesh section, the legs should be mapped from the left or right, the top of the table should be mapped from the top view, the bottom could be mapped from the bottom.



Once you are happy with the texture of your table, be sure all of the mesh is selected and click the regroup option to group the mesh portions back into one group.  You may rename it if you like.  I named mine table.



Now my table is a little bumpy so I use the Tools/ Sims 2 unimesh make smoothing groups option, which made my table a lot smoother looking.



This is an image of how I laid you all of my mesh parts.



Export your mesh as a Wavefront obj



Save it on your desktop as Table.obj.



Click Here to open part 4.

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