2009
11.28

Create a Jacket for IMVU

In this tutorial we will be making a jacket for the IMVU male avatar. Making clothing can sometimes be tedious since it has to conform to the model’s body shape. However i will show an neat technique to quickly make clothes for the Avatar.

First we need to load 3ds max and the Male avatar
Male03_Anime01_WeightingPoseMASTER.max

maleavi

Now that we have our Avatar loaded up what we want to do is clone his chest. So let’s go ahead and click our select object tool selobj1

Now go ahead and select the avatar’s chest and click Edit >> Clone

clonechest

It should bring up the clone object window. We want to make sure its set to copy and give it a new name so we can easily find it from the select-from-list tool.

cloneoptions

Go ahead and hit Ok. Now we want to click the modifier tab then right click on the physique modifier and click delete.

deletephys

Ok now that we have removed the bone weights we can start modifying the mesh. Go ahead and Expand Editable Poly then click vertex to activate it.

vertexmode

Alright first and foremost the ends of the arms are going to be our sleeve cuffs, but the model doesnt look exactly rounded on those ends. So what we want to do is to move the vertices using the positioning tool positiontool in a way so the ends line up like the cuff of a sleeve.

makjesleeve1

We want to do this with both sides. Go ahead and spend some time making the ends of the sleeve line up the way you want to. this is pretty much what i ended with.

sleeve

Now that we have our sleeves the way we want them, i want to now make this jacket open in the front. So go ahead and pan the front view over to the chest. If you notice from the modify tab there is no Face selection since we are using Edit poly. We want to be using edit mesh. So Fisrt go ahead and click on edit poly so it takes us out of any editing mode it may be in, then from the modifier drop down menu select edit mesh.

editmesh1

Now lets expand edit mesh and click on Face also scroll down your rollout menu until you see ignore backfaces and check it, we don’t want to accidentally select polygons on the otherside of the model.

ignoreback1

Now in the front view i want to select faces along the center downward where the opening will be in my jacket.

frontface

It helps alot to also check it in the perspective view to make sure they are all selected, it doesnt have to be perfect at the moment since the polygons are irregular going doward we can adjust ther vertices to straighten it out later. Now lets just go ahead and delete those faces by pressing Delete.

Now that we have a nice cut in the front of our jacket we really don’t want the jacket to be skin tight. We could just simply scale it, but the problem is you’ll find the model doesn’t line up correctly. No what we want to use is the push modifier, this will push out all the vertices along their normals making it bigger and allowing it to fit correctly. So go ahead and click Edit Mesh to turn off the editing mode. Then from the modifier drop down menu let’s select push.

push

If you notice the only option in the rollout menu is push value. Go ahead and click the up arrow and hold the mouse button down while dragging the mouse up. You’ll notice your jacket is getting thicker and actually looks more like a jacket.

Go ahead and go crazy with it lol, or at least get it how you want it to look. here is how mine looks.

pushjacket

Cool, once your satisfied let’s add another edit mesh modifer to the stack and align those vertices in the center. I just use the postioning tool and move it along its X axis until i have it looking decently straight. You don’t need to make it look perfectly straight in fact it should have some slight variance since its semi-loose clothing.

straightjacket

Ok next couple things we want to add are cuffs and a collar. Alright so first we need to line up the vertices to make a decent cuff. So Pan over to one of the Sleeves and move the vertices 2nd from the front to make the front of the sleeve like so.

sleevecuffs

Try to get the front and the back sides of the models to look the same as well as the left and right sides. After you have that lined up we need to select the faces around the cuff.

Then we want to extrude it out just a pinch. You may need to switch the extrude mode from group to local for it to extrude outward along the faces normals.

extrudecuff1

Go ahead and do the same for the other cuff. So it should look reasonably the same as this:

cuffs

Great all we have left to do is the collar. Now while your still in Face editing mode go ahead and select all the faces around the neck.

collar

Now we want to Bevel these faces out as well. Make sure extrude/bevel is set to local and extrude it out only slightly, then bevel it inward.

bevelcollar

Next let’s select Edge from the Edit mesh list. We want to select the top-middle edges around the collar like this.

collaredge

You may have to use the perspective viewport to catch all the edges. It can be a bit tedious, having ignore backfaces box checked can make the job a little easier. Once you have the edges selected we will want to extrude them. Make sure this time the extrude mode is set to group. Now extrude it, it should go upward along the Y axis like this.

extrudeedge

I’m hoping they went up along the Y axis for you as well. now the next thing we want to do is in the top view using the scale tool scaletool1,  scale the edges out along the X & Y axises. Which should have made the collar look like this.

scalecollar

Now using the positioning tool we want to move those edges downward along the Y axis, which should in turn create a nice collar. You may need to go into Vertex mode to adjust some of the vertices so the collar rests upon the shoulders nicely.

collardone

Sometimes going into face mode and selecting the collar’s faces can help you see if a face or vertex is going into or through another face. Especially when everything is the same color. Anyways once you have your collar the way you want it we do need to go to face mode and select the collar’s faces like the above pic. Then we want to scroll down the rollout menu to the material section and assign the (Set ID) to 2.

Now with Face still and Face editing mode still on we want to add UV Mapping from the modifiers list. This will allow us to map the collar and nothing else.

uvcollar

Hopefully the Orange Gizmo Plane lays flat over your collar like this. If not you may need to Expand UV Mapping and Select Gizmo, use the rotation tool rotatetool and rotate it until it lays flat over your collar. Once you have it set that way or if it already was then we need to add unwrap UVW modifier. Scroll down to the rollout menu and click Edit..

edituvw

It should have opened a window with a flat view of your collar. these are the faces coordinates on your texture image. For now this is fine we don’t need to modify this.

Now i think its time to go ahead and collapse our Modifier stack down. Right click on Unwrap UVW then hit collapse All, then again hit Yes tot he warning window that pops up. Depending on your machine you may see 3dsmax Wig out for a sec when collapsing, this is normal on the IMVU model. there are many hidden modifiers applied to the model and thats why it seems like it flips out when collapsing. just wait it out it will finish up after a few seconds.

Alright once 3dsmax is done wigging out lol, we want to expand Edit Mesh and click Face. Scroll down the rollout menu to the Materials Section. We want to enter 8 in the Select by id then click the button. Since we used the avatar’s chest which already had the material 8 assigned to it we can select all the faces except the collar just by selecting by material ID. This is also a handy way to select certain faces when working with models.

selectid

Now what we want to do is have only the chest area selected and not the arm. So click your select object tool, go into preferably the front view Hold down Alt and select one of the arms. You should have noticed it deselected it. What we want to do is deselect the arms so only this portion of the model is selected.

chestsel

Alright let’s go ahead and scrolldown our rollout menu to the materials section and enter 1 in (Set ID) then press enter.

setid1

Now while your faces are still selected and your still in Face editing mode lets add the UVW Map modifier to the stack.

This time we want to use cylindrical mapping.

cylmapp

Ok what this will do is unroll the mesh like unrolling a carpet onto a flat plane. But we need to specify where it splits the mesh there is a green line that goes down vertically with the cylinders sides. this is the seam or slice it will make when it starts to unroll the cylinder. Since our jacket already has an open spot in the front we can use that as our seam.

So go ahead and expand the UVW Mapping modifier and select gizmo. Click the Rotation tool rotatetool look for the green line going vertically down the cylinder and rotate it to the front. If it halps you can use snap angle so it will rotate on snap points which help in keeping things lined up.

anglesnap

If you right click on Angle Snap you can set its properties. It currently defaults to snap at every 45 degrees which is adequate for what we are doing but if you want more refinement when rotating use 10 or 5 degrees. This helps keep the rotation from getting into float numbers like 43.4753475 degrees opposed to just simply 45 degrees.

So lets find that green line and rotate it to the front.

greenline greenline2

Another thing we need to do is scale the gizmos so it encompasses the mesh properly. Go into the top view and scale it so it fits right.

scalegizmo

Once we have it fit correctly and the greenline is in the front, let’s go ahead and Add the Unwrap UVW modifier. Scroll down and click Edit.

unwrapjacket

If all’s well it should look something like this, both ends of the jacket opening should be on the left and right while the rest flows into the otherside. This is a great way to create seamless jackets.

Alright everything looks ok, if you want to modify it a bit like pulling out the collar vertices a pinch so you can get more detail in there than go for it. After your satisfied Let’s right click Unwrap UVW modifier and click collapse all again.

It may still wig out on you. After its Done expand Edit Mesh and click Face again, Scroll the Rollout Menu down to Material again and enter 8 in Select ID then press the button, you should notice that it only selects the sleeves now.

sleeveuv

Since the Sleeves are both at odd angles we can’t cylindrical map them at the same time or it would look odd. So we will need to Deselect one of them by holding Alt and Selecting one of the sleeves in the viewport.

sleevesel

Go ahead and scroll down the rollout menu to the material section and enter 3 as the (Set ID). Now let’s go ahead and add UVW Map Modifier again to this. Select Cylindrical mapping. Now we need to Expand UVW Mapping and select gizmo. Wedont want to rotate it into position just yet, first we need to line up the green line so it sits under the sleeve. this would be the least visible spot for a seam to be at, with a good enough texturing job you may never see it, especially if you use the offset filter in photoshop. So lets go ahead and rotate the cylinder gizmo so its flowing along the X axis and the green line is facing down.

sleevemapping

Next we want to scale it along its X axis in the front view so its long or even longer than the sleeve, we also need to scale it down on its Y ixis because it seem to be a bit wide on one side.

sleevemapping2

Now we can turn off Angle snap to help line up the gizmo in the different viewports. You may even need to use the positioning tool to line it up correctly. This is how i have it set.

mappedsleeve

Go ahead and add the Unwrap UVW modifier and click Edit, you should see something similar below.

sleeveunwrap

Now we are going to be putting both sleeves on the same texture so highlight all the vertices and scale them so they all fit on the top half of the box like so.

sleeveunwrap2

Now Right Click on Unwrap UVW and click Collapse all again. We are going to yet again go back to Edit Mesh - Face Scroll down to the material section and enter 8 in Select ID then click the button. You should have noticed the other sleeve is now highlighted. Now go ahead and enter 3 in (Set ID) and hit enter. With it still selected Add the UVW Map modifier once again. And basically Follow the same previous steps as the other sleeve on this arm.

unwrapsleeve2

Once you get it UV mapped nicely on the other sleeve. Now its time to again add Unwrap UVW and click edit. This time we want to scale and put the UV coordinates on the bottom half this time.

lastuvmapp

Well thats that hit collapse all. Now its time to use Texporter to grab our Texture maps.

So go to the tools section and click more.. Texporter.

tools

Use these settings listed

texportersettings

Make sure Only ID is set to 1, click Pick object and then select your jacket. It should generate a texture like the one below, click the disk icon and save it somewhere.

chesttex

Go ahead and change (Only ID) to 2 and do the same Pick object then select the jacket, it should have spit out our texture map for the collar. Save it and repeat the process again for ID 3 this will be our sleeves and then save it again.

Now that we got all of our texture maps its time to add our material. so go to the menu above and click Rendering >> Material Editor.

mateditor

Now we need to set The Material to Multi\Sub-object which is what Cal3d exports to. Do do this select a blank material Click the Standard button to the left and hit Multi\Sub Object

mateditor2

IMVU has a particular Naming convention it uses for its materials. If you read my last tutorial on how to make a sword

I explain the naming system. Once we have multi/sub-object material set up we need to add our chest in material slot 1. Click on the first slot material. Rename it to Chest [0], then click on the Diffuse color button and select Bitmap. Find your Chest Material and load it in. Make sure to click Visible in Viewport Button

mateditor3 mateditor4

mateditor5

Do the same for the Collar and Sleeves. Just make sure to add 1 to each material Id so it reads e.g.

  • Chest [0]
  • Collar [1]
  • Sleeves [2]

mateditor6

Once you have all your materials in go ahead and apply it to the jacket, make sure the jacket is selected and then click the Assign Material to selection button.

assignmat

Now we have our jacket all textured and ready to go, we need to weight it to the Avatar skeleton. This time around we are going to use the physique modifier.

jacketrender

Now go to the modify Tab and add the physique modifer to the Jacket model. Down below in the rollout menu you will want to click Initialize.

physique

Since our jacket is only weighted to the top half of the avatar our base node should be the Pelvis node and up.

You will want to either locate PelvisNode from the Select from list tool or click on the node near the avatar’s groin to begin initializing the physique modifier. Once you select it a window will pop up like this. Just click initialize.

init

Physique can be a tricky devil to get the weights to not only weigh to the bone, but also deform correctly when the bone’s move. So let’s check to see how many vertices are not attached. Expand Physique and then click Vertex. You want to click the red and green plus icons to deactivate them leaving only the blue plus active. Now drag a selection square over the entire model. if you see any blue vertices that means those vertices are not weighted to the model.

initphys

So there are two ways to do this, the first way is to edit the envelopes which is preferable, binding the vertices using envelopes you will have more smoother deformations of the mesh when the bones move. The other way is to while in vertex mode just simply weight the blue vertices to a bone. Which will cause less smooth deformations, so lets try fixing this with envelopes. so click on Envelope and select the scale tool. the click on a bone where you saw the blue vertices. more than likely the arm. Lets go ahead and scale that envelope up. you’ll notice as you scale it up vertices will highlight red, this means they are fully weighted to the bone. You can switch back and forth between Vertex and Envelope to check how many vertices still need to be weighted.

weightbone

You may run into problems with one of the attachment bones to remove the problem just click the bone line going to it and shrinks its envelope to non existence.

boneproblem1

Once you have it so that silly bone is gone, you may even need to use the positioning tool and move the envelope waaaay off screen somewhere out of the way so it doesnt influence your model . If all the blue vertices are gone try moving a few bones around to make sure it deforms properly. Make sure to undo any bone movements you do or it won’t export right. Getting Physique to look right is tricky. even though you think you may have everything weighted it can show up goofy in the previewer. If you have to keep adjust envelopes until you finally get it weighted properly.

If everything looks good its export time. Usually the IMVu model comes with a pre exported skeletal file. So all we need to do is Export the Mesh and the Materials. So with your jacket selected go to File >> Export and then select the Cal3d Mesh MXF filetype, Save the File as whatever you want just make sure you manually type in the xmf extension. Hit save, it should ask you for the Skeletal file. Make sure its Female04_Anime01_SkeletonMASTER.xsf then keep hitting Next and then finally Finish.

skeleton

Now all we have left is to export our materials, which is super easy. Just go to File >> Export, Select Cal3d Material File Xrf. Let’s Export the Chest portion first, So Name it Chest.xrf (make sure you type the extension)

Then on the next window locate your material for the chest.

chestmat

Hit next and then Finish, do the same for the Collar and Sleeves and your done!

Since this is a clothing item your going to need to supply a body part for instance the chest along with your model. Since attaching the Jacket to the chest and then re-physique-ing the model would have been a chore and a half i decided to skip that part and show you an alternative way to combine the two models in notepad without having to go through the trouble of re-weighting the chest. So go ahead and click to select the avatar’s chest. Then export it as an xmf file. like avichest.xmf

avichest

Go ahead and hit Next again and again and then hit finish. Now browse to the avatar chest file and jacket file right click on the Avatar chest file and and then select open with.. choose notepad.

avichestxmf

Since we are combining the two XMF files we need to change the Number of submesh from 1 to 1 + # submeshes in the other file. If we open up our jacket file in notepad you should note the number of submeshes is 3

jacketxmf

So we need to change the NUMSUBMESHES from 1 to 4 in the avichest file.

Then we now need to copy the submeshes from our jacket file into the Avatar chest file. So we need to Highlight and Select the First submesh in the jacket file and Scroll to the very bottom and hold shift and click right after the last submesh.

jackselxmf jackselxmf2

Now hit Edit >> Copy, We want to paste it into the Avichest file right after the last submesh.

pasteitin pasteitin2

Now after it’s pasted in Save and your ready to import it into IMVU. Remember this is clothing so derive from a shirt or something NOT an accessory.

If you ever run into a problem where a material didnt load. check the XMF file for these Header lines

<SUBMESH NUMVERTICES=”238″ NUMFACES=”401″ NUMLODSTEPS=”0″ NUMSPRINGS=”0″ NUMMORPHS=”0″ NUMTEXCOORDS=”1″ MATERIAL=”0″>

if the MATERIAL = -1 then that means there was a problem when it exported. you can easily remedy this by changing the -1 to the material number that body part is supposed to have. For example if it was the IMVU chest change the MATERIAL to 8 save then reload it.

And here it is in the Previewer

previewer1

Just remember the hardest part is probably going to be getting physique to work right. If your still having troubles try looking online for some good tutorials on how to work with physique.

2009
11.24

Create a Sword for IMVU

Alright, for this tutorial we will be creating a sword product for imvu. First and foremost we need to load 3dsmax. Once you have 3dsmax loaded please open either the
Female04_Anime01_WeightingPoseMASTER.max or Male03_Anime01_WeightingPoseMASTER.max depending on which gender you are making the sword for.

openfile

Once you have the correct file open you should see the avatar int he multiple viewports on the screen. For now we don’t really need the reference model as it will only get in the way of modeling our sword. So go ahead and go to the menu up top and click Edit >> Select All

selectall

Which should highlight everything in the scene. Now if by some chance you opened the file and got stuck in fullscreen viewport mode you can toggle between fullscreen and multiple views by clicking the Maximize viewport toggle button located at the very bottom right hand side of the 3dsmax window.

maxview

Ok with our model still selected we want to head over to the Display Tab located on the right side of the window

display

From here we can hide the model and all its parts, which we will use later just not at this time.  So go ahead and scroll down the Rollout menu until you find the Hide section. Go ahead and click Hide Selected.

hidesel

Alright, now we are ready to start modeling a sword! Ok so first thing we want to do is go back to the Create Tab.

create

Swords are actually quite easy to make, I found several easy tricks to making very cool looking swords. but for this tutorial we will make a typical bastard sword. So you should be in the Create Tab with the Geometry button highlighted.

geometry

Now you want to Select box from the list of primitives.

box

Now what we are doing is drawing the blade of the sword. So find the top view, if you don’t have a Top view you can make one of the views a top view by right clicking on  the viewport’s name and then selecting Views >> Top

topview

Make sure the Box Primitive is selected, then begin drawing a long rectangle. the longer end going vertically and the shorter ends going horizontally. This will be the basic shape of your blade..for now. once you release the mouse it will have you continue to draw its depth, you can see this in other viewports as you move the mouse we want to create a standard depth to our sword so click the left mouse button when your satisfied.

boxvertical4

boxhorizontal

If for some reason you can’t see the box in the other views while drawing it you can click the Zoom Extents All button which should fit the drawing area in all the viewports to the same Zoom and Position.

zoomexten

Once you have your sword at the right height,width, and depth we need to start editing to vertices to mold its shape.  So now we want to click the modify Tab.

modify

Make sure that your box is highlighted by clicking on it, you should see this after you click the Modify Tab.

boxedit

Now what we want to do is Add the Edit Mesh Modifier to it, to do so click the Drop down box that reads “Modifier List”, Locate Edit Mesh and click it. you should see this.

editmesh

Now we want to expand the + next to Edit Mesh by clicking on it, You should see a list containing:

  • Vertex
  • Edge
  • Face
  • Polygon
  • Element

We want to click on Vertex which it should highlight Yellow or Some Highlighted Color depending on the Skin you are using on 3dsmax. Mine shows up Blue, but the default is yellow if you not using any skins.

vertex

You should notice that Your Box mesh in the viewports to the left have their Vertices highlighted with Blue dots. What we want to do is alter the Blade so that toward where the hilt will go its wider than it is toward the point of the blade. To do this Click the Scale Tool on your menu bar up top.

scale

Now Click and hold the Left mouse button in an empty spot to the left of the Bottom most vertices in the top view and drag the mouse across creating a selection chain. We want to select all the bottom most vertices.

selectchain

The Vertices you selected should have highlighted red. You should have also seen an Axis Appear showing X & Y Directions. Since we want to make this end thinner than the top we want to scale these vertices inward along the X Axis. To do this hover your mouse over the X Axis, You should notice several changes in its appearance as you hover over the Axis, The Inner Yellow Triangle Shown in the Image Above Means that All 3 Axises X,Y, and Z will be used to Scale. The Bar right above the triangle that connects X & Y Axises if this is highlighted yellow this means it will only Scale Along the 2 Shown Axises X & Y. What we want is Only the X Axis Bar highlighted like so.

xaxis

Now hold down the left mouse button and drag the mouse inward toward the center of the Axis, you should see the Vertices move closer together causing the angle of the sides to the top of the box change.

scalingin

Go ahead and scale it to where you feel its best. The next step will be Extruding the tip of the blade from the edge of this box. I typically like to use the Perspective Viewport when selecting Faces. So First We need to Select Face.

face

Now in the Viewport we want to make sure its set to Shaded with Edged Faces, this just makes selecting faces so much easier. To do this just right click the Perspective Viewport Name and select Smooth + Highlights, and then also make sure Edged Faces is checked.

smoothedge

Now we want to Rotate/Zoom/Pan so that we can see the blade tip. You can Alter the View by clicking these buttons and dragging the mouse in the viewport.

viewtools

Now once you have the tip of the sword blade facing you we want to click the Select Object Tool.

selobj

Now Click on the Front of the Tip, you should notice it highlights red, we want to click on both faces to do so Hold CTRL and click this will allow you to click another face without deselecting whats already selected.

selface

selface2

Now Scrolldown the Rollout menu to the right and click Extrude.

extrude

Now in Either the top or Perspective view click on the selected faces, you should see your mouse icon change when you hover over it, Click the left mouse button and drag the mouse a bit. You should see the end of the mesh Extend outward after where the faces were. Extrude it out a littlebit like this

extruded

Ok this chunk of the block will be the sword’s point which we will change that right now, go back and select Vertex mode in your edit mesh modifier list. this time we want to select the bottom most vertices of this new box you extruded from the front of your blade. So go ahead and click the Scale tool scaletool again and select the very bottom vertices in the top viewport.

swordtip

Now instead of scaling on the X axis like we did last time we want to Scale on all 3 axises, so hover over the Axis until the middle triangle is highlighted Yellow click and drag it until all the vertices come together as one point like this.

swordpoint

now we have a point on our sword, but we aren’t done yet, even though we made a cool point.. that cool point still consists of sever vertices. We want this to be one vertex only. So what we want to do is weld these together into one. Scroll down your Rollout menu until you find the Weld section.

weld

Depending on the Size of the model your working even though you squeeze vertices together and they appear as one, they might not be close enough to be welded together. So we want to change the distance next to the selected button from 0.1 to 1.0, this should seek far enough to weld the vertices we have selected together. go ahead and hit the Selected button. You may or may not notice a change but if no window popped up telling you the vertices are not within the weld treshold then they should be welded. Another way to know for sure if all of them were welded is to scroll up a bit it will display how many vertices you have selected.

vertsel

If your selecting multiple vertices it say XX vertices Selected, in the case of the image above i had 4 selected, After i welded i only had one vertex selected in which case it tells me which vertex id i have selected instead of how many.

Now we want to make the edge of the blade which is thinner than the center of the blade, so we will want to extrude out both sides of the blade. Go ahead and select Face from the edit mesh list. Click the Select obj tool from the top menu selobjtool

now we want to highlight only the sides of the mesh, now you can either do this in perspective mode which can take a little while or you can make use of alternate views. Go ahead and go into the left or right view. if you dont have one right click on one of the views and select Views >> Left. Now we want to drag a the selection rectangle through the center of the model right up to near the tip.

leftsel

When you release the mouse only the side faces should be highlighted.

sidesel

Although the back of the model’s faces are still selected. rotate the view to the back Hold Alt and click on the back faces you should see them deselect without deselecting what you already have selected.

backsel backsel2

If your having troubles selecting or its selecting the wrong face, you may need to check ignore backfaces from the rollout menu to the right. this will prevent you from clicking on faces that aren’t facing you such as the otherside of the blade.

ignoreback

Once you have the correct faces selected we want to then click extrude. Go ahead and extrude out however far you think the blade’s edge should be from the center body.  You may notice when extruding shapes with multiple angles that it gets a little weird and mal-proportioned, if this happens go ahead and hit Edit >> Undo, under extrude you should see a couple radio buttons reading Normal: Group & Local. We want to select Local so that all sides move outward toward their local normal direction, not an averaged group direction.

Here is mine in the top view after extruding:

topviewsword

Yours should look similar to this in the top view. You’ll notice it looks a bit funky in the perspective view, this is because we need to collapse and weld our outer vertices together to make a thin sharp edge to our blade. So go ahead and go back to Vertex in the edit mesh list. Click the Sel Obj tool again selobjtool

This time we want to select all the outer vertices except for the back. using the top view and holding Ctrl please select all the outer vertices like this. Make sure Ignore Backfaces is unchecked, this can prevent you from selecting the vertices on the other side of the blade.

outerverts

Now in the Left View we want to scale all of these downward toward each other so they form a flat edge. Select the scale tool scaletool then in the Left or Right view we want to scale it down on its Y axis

scaleright

to this

selrightw

Then go Down to Weld and click Selected Button. You’ll notice the tip of the blade looks kind of razor-ish, we want the tip to angle downward like the sides, so we need to select the tip and the old tip vertice then scale them together and weld.

tipscalea to tipscaleb

Now we want to move the tip down a little bit, seems a bit short. To do this just select the Select and Move tool from the top menubar

selmove

Just like scale you can drag the mouse and move the vertices position opposed to scaling them. So in the top viewport go ahead and drag the vertex down along the Y axis to make the tip longer.

tipmove

If you think your blade is too thick you can always select all the vertices and Scale it down on its Y axis in the Left/Right/Front views

thickblade

Now we are going to want to Uvmap the Blade of our sword, If your unfamiliar with UVmapping it can be one of the most vexing things about modeling. UVmapping is setting the coordinates of a Face on a  2d image to show a section of that image on the face in 3d.

Since our blade is rather Planar as far as its shape goes it will be relatively easy to UV map, other more complex forms of geometry are harder to UV map and it is a good idea to think ahead about how you will map it before modeling it. Ahem*

Anyways, First Go ahead and click Edit Mesh to deselect any editing modes you may be in. Then we need to select UV Mapping from the modifier drop down list where we had previously selected Edit mesh.

uvmod

If you noticed there is a Orange Colored flat square around your blade in the viewports.

uvsword-copy

if this is the case then we are good to go, if the square is not visible or not covering the sword, its possible you added the UVMapping modifier while leaving the Edit Mesh edit mode on. You must make sure that nothing is highlighted on edit mesh before adding UV Mapping modifier, otherwise it will attempt to map only the parts you left select, which is useful but not what we want right now. If that was the case just right click on UV Mapping and Delete it. Unhighlight edit mesh mode then reapply the UV mapping modifier.

Now what we want to do is collapse the list of modifiers back down to edit mesh, since the model is UV mapped now we can move on to the next piece. so Right Click on the UV mapping modifier and select Collapse All.

collapse

You’ll get a warning like this

warning

Basically this means that after its collapsed we cant go back and edit the UV map we will have to reapply the UV map to change it. Go ahead and click Yes. You should have noticed that the modifier stack has collapsed back down to Edit Mesh again. What we need to do now is specify a material ID for the blade of the sword. Since IMVU uses material IDs for the Model the sword blade can be on its own texture seperate from the rest of the Model.

So go ahead and expand Edit Mesh and select Element. Elements are parts of the model that are fused together via vertices. For instance if you make 2 cubes as one mesh you can select one or the other cube in select element, however if you weld vertices from one cube tot he other cube they are now one element.  since the sword is one element we can easily select all its face just by clicking on it via element mode.

So click your select obj tool selobjtool and click on the sword. It should have highlighted in red. Now we want scroll down to the  bottom of our rollout menu until we see Surface Properties

surfprop

Right under where it says Material: Type a 1 in the box next to Set ID and hit enter. The blade of our sword is now set to use Material ID 1. We are finished with the sword blade for now, next we need to create the Crossguard. Go back and click the Create Tab again.

create

Now we want to make another box for our crossguard. Select Box and drag it in the topview parrallel to the end of your blade and make it a little thicker than your blade like this.

crossguard

crossguardside

Ok for this next part im going to show you a cool feature, CSG (Constructive Solid Geometry). CSG is a very powerful feature. you can take one Convex Shapes (Convex meaning all faces point away from all other faces).  So lets go ahead and create a Cylinder. Select Cylinder from the primitives list to the right.

cylinder

We don’t need a high poly cylinder as this is our cutting mesh, so go ahead and set the sides to 12 and the height segments to 1. now go ahead and click in the top view where the center point of the cylinder circle will be then drag out the circle so part of it overlaps the crossguard. The height can be anysize so long as its taller than the crossguard.

cylguard

I want the arc of this cylinder to have more of a subtle curve from one end of the crossguard to the other. Select the Scale tool scaletool and we want to scale it down in the top view along its Y axis. You may need to switch between the Scale tool and the position tool to line it up. But this is the end result i’m looking for.

cylgaurd2

As you can see the curve of the cylinder flows evenly along the side of the crossguard. Now you also want to make sure the height of the cylinder passes through the geometry of the crossguard vertically like this in the left/right view.

sidecylguard

Ok now let’s cut this cylinder out of the guard. Now on the Create Tab right under it you should see a drop down menu that says Standard Primitives. We want to select Compound Objects.

compound

You should then see a new list of creatable stuff. The one we are looking for is Boolean. Now click the Select obj tool and click the crossguard box to highlight it. Now click Boolean. You should see some stuff appear in the rollout menu below. Look for Pick Operand B.

opperand

Click on Pick Operand B and then click on the cylinder POOF! the cylinder is gone and now there should be a nice cylinder shaped cut in the box where the cylinder once was.

You may need to use the positioning tool to realign the crossguard with the blade. It should look something like this:

newhilt

Now we want to Bevel out the sides to give it a slight rounded edges. To do this is generally the same as Extruding. What you need to do is Go to the Modify Tab and in the crossguards modifier list you should see boolean. Right click on boolean and hit collapse all. This should convert it to and Edit Mesh modifier. Now expand Edit Mesh and select face edit mode.

We want to bevel out the two sides of the hilt. A really easy way to select both sides of a shape like this is to click the Select object tool up top and drag the selection rectangle through the top and bottom of the crossguard in the top view but make sure the left and right sides of the rectangle selection box are just before each side of the crossguard like this.

highightguard

Which should select everything BUT the two sides on each end. After this you can go to the menu Edit >> Select Invert and it will select the sides and deselect everything else.

guardsides

Now with each side selected scroll down your rollout menu where you last found Extrude and you should also see a button right below it that reads Bevel

bevel

make sure the Normal is set to Local and now click and hold the left mouse button on the selected face and drag your mouse. You should notice it works the same as extruding, but when you release the mouse it wants you to push the geometry outward or inward. We want to push it inward a bit until you get it to look something like this.

crossguardmodel

Now let’s go ahead and Select Edit Mesh so that Face editing mode is off. Now go ahead and add the UV Mapping modifier which should have made a nice orange box around your crossguard.

crossguarduv

Ok go ahead and right click on UV Mapping Modifier and Select Collapse All again. Then go ahead and expand edit mesh select element and click the crossguard. Then Scroll down the rollout menu until you see Surface Properties again. this time enter 2 in Set ID and hit enter.

setid2

Yay, just about done with the modeling portion of this! Now we just need to make the hilt of the sword. The hilt is really easy, it’s nothing more than a dolled up cylinder. So go ahead and go back to the create Tab change the dropdown menu from Compund objects back to standard primitives and click on cylinder.

We need to create this cylinder in the front view, if you don’t have one just find a view right click on its name and hit Views >> Front.

frontview

We want to click in the very center of the sword as the center point of our cylinder and then make its diameter the same width as the hilt’s thickness, then drag it out so it looks long enough for a hand to grab it.

fronthilt

tophilt

You’ll need to use the positioning tool to move the hilt into the right spot. Most hilts aren’t exactly perfectly round, usually they are longer on one side and thinner on the other. So in the Front view use the Scale tool to Scale it down a bit on its Y axis and scale it up on its X axis.

hiltexpanded

Also the Bottom of the hilt is generally thinner than the top where it connects to the crossguard, so for this we will need to click the modify tab. Right Click on the Cylinder Modifier and hit Convert to: >> Edit Mesh.

Now expand Edit mesh and select Vertex edit mode.

We want to select the bottom vertices of the hilt in the top view and scale them down a bit on all 3 axises

hiltscaled

Good, now its time to add the last piece the butt end of the hilt. So under edit mesh click Face select everything in the hilt except for the very end edge.

hiltendselect

Now in your Menu select Edit >> Select Invert. what we are going to do now is Bevel out the end of the hilt. So scroll down your rollout menu and select Bevel first extrude it out about an inch then bevel it outward this time instead of inward

bevelhilt

Next we are going to bevel it again but this time bevel it inward.

bevelhilt2

And there you have it a Sword hilt. Now on to UV mapping it, select edit mesh so that Face editing mode is not highlighted. then in your Modifiers drop down menu select UV mapping again. This time however we don’t want that orange box, Since we are using a cylinder we want to select cylinder mapping. Down below in your rollout menu find cylinder and click it.

cylindermapped

This time an orange cylinder appears, it may or may not encompass the entire hilt. if this is so we need to modify the orange cylinder gizmos. Expand UV Mapping and you should see in the new list “Gizmo”. Click on Gizmo as we will need to edit it. Go ahead and click the Scale tool, we should be able to scale the gizmo on its axises to fit the hilt properly.

uvhilt

Once you have it lined up with your hilt go ahead and right click on UV Mapping and hit Collapse All. Then yet again expand edit mesh click element and scrolldown to Surface properties and enter a 3 in Set ID

setid3

Alright we are getting down to the last tid bits of making the sword. The next step is to attach the model together into one mesh. So go ahead and click Edit mesh to deselect Element mode. If you look below in your rollout menu you should see a button that says Attach. Go ahead and click it so its highlighted and then click each part of the sword.

swordd

The sword pieces should all be one solid color and all be highlighted as one model. In fact if you click edit vertex face or any of those editing modes you will be editing the entire thing now at once.

Next we need to generate the sword’s textures. If you don’t have Texporter i suggest you download it here. Pick you version of 3dsmax and install the plugin files. You will need to restart 3dsmax so save your file now as something you can remember.

If you have Texporter installed then click on over to the Utilities tab (which may have a different icon on the default UI skin)

utilities

Its usually the last tab in the list. Once your in the utilities tab click on the more.. button and look for Texporter.

texporter

Ok now we need to export our textures. Sometimes when attaching models the Material Ids get goofed up. To easily correct this go back to Edit mesh select element and click on a part and see if the material id is there. if not fill it in for each part thats missing one. Anyhoo back to texporter. You need to set the options like i have here

texporter2

So Lets get the first texture click the Pick object button then click on your sword.

It should generate a texture window containing your sword’s UV map for the blade. Go ahead and click the disk icon and save it somewhere.

texport3

now change the Only ID to 2 in the Texporter rollout menu and then click Pick object and select your sword. Save it and do the same again for ID 3.

Ok now its time to make an IMVU compatible material. So up in your Menu Select  Rendering >> Material Editor

mated

Which should have opened this window.  So we need to create a new material for this sword. So click on one of the empty materials.

mated2

Then off the right hand side below we need to change the material type from Standard to Multi/Sub-Object

mated3

Alright next we need to setup our material list. After you have chosen Multi/sub object you should see a different area below like this

mated4

IMVU is very particular about its naming conventions, Since we are only using 3 materials they need to be named  matname [matid]

For example click on the top material

matids1

Clicking this will expand it into a another material editor rollout menu like so

matids2

You need to replace the material name with anyname you want followed by the material number. IMVU’s material range starts at 0 unlike 3dsmax which starts with 1

Since out blade is assigned to material 1 i’m going to name this material blade [0]

blademat

Now we need to add our exported texture to it. So now click the button next to Diffuse and Select BITMAP and then browse for your sword texture and load it in

blademat2

Now select the Show Map in Viewport button, this will allow you to see the texture on the sword once we apply it. Now click the Drop down box to the left of the Show map in viewport button select the top item to go back to the list of materials.

viewportbut

Now do the same down the list for the next two textures, make sure you add 1 tot he material ID as you go down so it should read

  • blade [0]
  • guard [1]
  • hilt [2]

or something similar at least.

matsids

once you get your materials done we need to apply it to the Sword. Click on the sword and make sure its highlighted and also make sure your on the top level of your material like int he picture above. Then click Assign Material to Selection.

You should see your sword in the viewport is textured.

swordtex

Ok now we are ready to attach this sword to the Avatar’s hand. So go back tot he Display Tab, scroll down and click unhide all.

displaytab

You should see the Avatar reappear now in the viewports. Using the Position tool, Scale tool, and Rotate tool (which is next to the position tool) Try to line up the sword in the hand you wish the avatar to hold the sword in.

positionsword

Once you got the sword in the hand you want click Select by Name tool

selectname

Selecting by Name is really handy when you need to select an object that is hard to click on.

Scroll down the list and look for Either lfhand or rthand depending on which hand you put the sword in. I put mine in the right hand so i’ll select rthand.

rthand

hit select. Now we want to make a clone of this bone since in this Tutorial we will be adding the sword as an accessory. So after the rthand or lfhand is selected go to the menu and hit  Edit >> Clone, On the window that pops up make sure its set to copy and not instance then name it whatever you want, just remember the name.

clone

Ok next we need to weight the sword to that bone. Click on the sword to highlight it, then go to the Modify Tab to the right. Then in the modifiers drop down box we want to pick Skin this time.

skin

Now scroll down the rollout menu and Click the Add button, Then from the list select the bone you cloned.

addbone

Now click Edit envelopes above the Add button to activate it, then check the vertices checkbox right below that.

editenv

Now in one of the views select all of the vertices in the sword by dragging the selection rectangle over the entire model. The vertices should have shown up as a bunch of white squares.

sworduv

Once you have all the vertices selected scroll down the rollout menu some more on the left until you find weight properties. Next to Abs. Effect type 1.0 in the box and press Enter. You should have noticed all the white boxes are now filled red.

abseffect

weightsword

Now that the sword is Weighted to the bone its EXPORT TIME!

so go ahead and click the Create tab to deactivate any editing modes. First we need to export the bone. So click Select by Name and select your bone you weighted the sword to. Then Click File >> Export, Set the file type to XSF Cal 3d Skeletal File. Then give it a name and don’t forget to type in the xaf extension otherwise it will save it in an unsuable binary format. Hit save then hit finish.

Now you need to Export your sword. Select your sword and hit File >> Export. Change the file type to XMF Cal3d Mesh file and make sure to type the .XMF extension and hit save.

It should show the corresponding skeletal file as the one you just exported. if not make sure you set it to it. Then just hit Next >> Next >> Next >>  Finish. And your ready to import these into IMVU.

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