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	<updated>2026-04-12T05:22:05Z</updated>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4238</id>
		<title>OXP howto texture</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4238"/>
		<updated>2006-06-04T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Textures from a wings3D model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Step 1 ==&lt;br /&gt;
&lt;br /&gt;
Open a good [[List of software|graphic editing application]], something a bit more elaborate than MS-paint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom texture native models ===&lt;br /&gt;
&lt;br /&gt;
You can create custom textures for any Oolite native entities, the steps to follow are:&lt;br /&gt;
*Edit the chosen native texture to your own liking.&lt;br /&gt;
*Duplicate the chosen ''Xnative_ship''.dat model, and alter the file name. Open the copy in a text editor, and change all referances from ''Xnative_ship''.png to the name of your ''custom_texture''.png.&lt;br /&gt;
*Create a custom [[shipdata.plist]], with a [[like_ship shipdata.plist example|like_ship]] entry which refers to the original, and place your components into the appropriate folders, making a complete, [[OXP_howto|funcional OXP]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures from a wings3D model ===&lt;br /&gt;
&lt;br /&gt;
After you have created a model, you need to apply an [[AUV]], this defines the way your future texture-file will be stretched accross your model.&lt;br /&gt;
Use hard edges to mark where to 'cut' the textures. &lt;br /&gt;
&lt;br /&gt;
There are two ways Wings-3D will extract an AUV: &lt;br /&gt;
&lt;br /&gt;
(1) Fold: like a papermodel, the model is folded out to the flat plane of the texture. Can be usefull for small details, but may be difficult to line up correctly. &lt;br /&gt;
&lt;br /&gt;
(2) Projection: the less complicated approach, will project (average normal) the sections unto the texture canvas.&lt;br /&gt;
&lt;br /&gt;
Move around the sections untill you are satisfied. Then create a texturemap from the AUV, do not forget to set 'draw all lines' in the [[dra_AUV_wings3D|options]]. &lt;br /&gt;
Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file. &lt;br /&gt;
(note: win-wings does not support PNG-format, use BMP)&lt;br /&gt;
&lt;br /&gt;
You may want to look at Daniel Walker's [[F_C_Textures|texture guide]].&lt;br /&gt;
&lt;br /&gt;
Beginners and non-2D-artists may prefer to begin [[Modelling_103:_Texturing_for_the_2D_Challenged|here]], instead.&lt;br /&gt;
&lt;br /&gt;
== Step2 ==&lt;br /&gt;
&lt;br /&gt;
Now edit the file in your graphic software.&lt;br /&gt;
&lt;br /&gt;
When you are satisfied with your results, save and go back to wings3D.&lt;br /&gt;
Most probably you have saved under a new filename, so 'import-image' it.&lt;br /&gt;
Now drag the edited texture to it's corresponding AUV. &lt;br /&gt;
Your texture should now appear on the model (place some [[Lightsources_in_wings3D|light sources]] first). &lt;br /&gt;
Check if all the various parts line up correctly.&lt;br /&gt;
 &lt;br /&gt;
Edit the texture some more if you are not impressed with your results, save under the same name and in wings3D select 'refresh' image in the outliner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export model ==&lt;br /&gt;
&lt;br /&gt;
Before you export, make sure the texture images are 'internal'. &lt;br /&gt;
Export in *.dat-format. &lt;br /&gt;
&lt;br /&gt;
win-wings users:&lt;br /&gt;
* Export in *.OBJ + *.MTL. &lt;br /&gt;
* Rename the texture references in the MTL-file from *.BMP to *.PNG)&lt;br /&gt;
* Open texturefiles and save as *.PNG.&lt;br /&gt;
* [[Convert OBJ2DAT|Convert]] the OBJ+MTL files to DAT format.&lt;br /&gt;
&lt;br /&gt;
== Internal Links ==&lt;br /&gt;
*[[OXP]]&lt;br /&gt;
*[[OXP howto]]&lt;br /&gt;
*[[OXP howto model]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.wings3d.com/ Wings3D official home]&lt;br /&gt;
*[http://www.geocities.com/paulthepuzzles/aardvarks.html Tuts and tips Wings3D, by Aardvark]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4237</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4237"/>
		<updated>2006-06-02T23:55:23Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent.&lt;br /&gt;
&lt;br /&gt;
This tutorial follows on from ''Modelling 102: From Cone to Cassowary'', which you can find [[Modelling_102:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed are a model to be textured, some imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4236</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4236"/>
		<updated>2006-06-02T23:54:58Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent. It follows on from ''Modelling 102: From Cone to Cassowary'', which you can find [[Modelling_102:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed are a model to be textured, some imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4235</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4235"/>
		<updated>2006-06-02T23:54:18Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent. It follows on from ''Modelling 102: From Cone to Cassowary'', which you can find [[Modelling_102:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed are a model to be textured, some imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_101:_Spreading_the_Wings_of_your_Mind&amp;diff=4234</id>
		<title>Modelling 101: Spreading the Wings of your Mind</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_101:_Spreading_the_Wings_of_your_Mind&amp;diff=4234"/>
		<updated>2006-06-02T23:52:08Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
[[Image:101_3.jpg|400px|right]]The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like the image shown on the right.&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
[[Image:101_4.jpg|200px|right]]First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it again and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
== Primitives and Other Basics ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:101_4.jpg&amp;diff=4233</id>
		<title>File:101 4.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:101_4.jpg&amp;diff=4233"/>
		<updated>2006-06-02T23:41:03Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4232</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4232"/>
		<updated>2006-06-02T23:30:48Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_your_Mind|here]].&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:101_3.jpg&amp;diff=4231</id>
		<title>File:101 3.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:101_3.jpg&amp;diff=4231"/>
		<updated>2006-06-02T23:27:48Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4230</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4230"/>
		<updated>2006-06-02T23:27:02Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_your_Mind|here]].&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4229</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4229"/>
		<updated>2006-06-02T23:25:57Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_your_Mind|here]].&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4228</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4228"/>
		<updated>2006-06-02T23:18:08Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of Your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_Your_Mind|here]].&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4227</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4227"/>
		<updated>2006-06-02T23:16:53Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of Your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_Your_Mind|here]].&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4226</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4226"/>
		<updated>2006-06-02T23:14:57Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4225</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4225"/>
		<updated>2006-06-02T23:13:30Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent. It follows on from ''Modelling 102: From Cone to Cassowary'', which you can find [[Modelling_102:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed a model to be textured, a good imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4223</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4223"/>
		<updated>2006-06-02T23:11:30Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 101: From Cone to Cassowary moved to Modelling 102: From Cone to Cassowary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_101:_From_Cone_to_Cassowary&amp;diff=4224</id>
		<title>Modelling 101: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_101:_From_Cone_to_Cassowary&amp;diff=4224"/>
		<updated>2006-06-02T23:11:30Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 101: From Cone to Cassowary moved to Modelling 102: From Cone to Cassowary: M101: FCtC turned into M101: All About Wings3D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Modelling 102: From Cone to Cassowary]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4221</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4221"/>
		<updated>2006-06-02T23:10:16Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 102: Texturing for the 2D Challenged moved to Modelling 103: Texturing for the 2D Challenged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent. It follows on from ''Modelling 101: From Cone to Cassowary'', which you can find [[Modelling_101:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed a model to be textured, a good imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_Texturing_for_the_2D_Challenged&amp;diff=4222</id>
		<title>Modelling 102: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_Texturing_for_the_2D_Challenged&amp;diff=4222"/>
		<updated>2006-06-02T23:10:16Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 102: Texturing for the 2D Challenged moved to Modelling 103: Texturing for the 2D Challenged: Renumbering because the Cassowary tutorial turned into a Wings 3D tutorial :-D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Modelling 103: Texturing for the 2D Challenged]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4220</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4220"/>
		<updated>2006-06-02T23:09:11Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well  I have, and as a writer I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
=== Caveat Constructor ===&lt;br /&gt;
&lt;br /&gt;
I should point out at this point that my work machine is a PC, not a Mac or UN*X/Linux box of any flavour, and I have a three-button mouse, which the Windows version of Wings3D is obviously designed to use. If you don't have a three-button mouse, you will need to check with the documentation that came with Wings3D to see what to do instead.&lt;br /&gt;
&lt;br /&gt;
=== Abbreviations ===&lt;br /&gt;
&lt;br /&gt;
To save typing things out, I'll be using the abbreviations LMB, MMB and RMB: these stand for Left Mouse Button, Middle Mouse Button and Right Mouse Button respectively.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to download and install Wings3D. When that's done, run it. You should see a screen that looks ''something'' like this:&lt;br /&gt;
&lt;br /&gt;
Welcome to '''Wings3D'''!&lt;br /&gt;
&lt;br /&gt;
=== Welcome To My World ===&lt;br /&gt;
&lt;br /&gt;
If you have a small window on the screen titled ''Outliner'', feel free to ignore it for the time being. If not, you can ignore it later.&lt;br /&gt;
&lt;br /&gt;
The main section of the Wings3D environment is the ''Geometry'' window. This is where all of the design work for the shape of your models will take place.&lt;br /&gt;
&lt;br /&gt;
Now look at the three coloured lines: these represent the ''axes'' (the directions, in a way) of the 3D environment in which you will be working. The '''X''' axis (width) is coloured red, the '''Y''' axis (height) is coloured green and the '''Z''' (depth) is coloured blue. You'll see them coming together at a point located at the centre of the screen: this is the ''origin'', the centre of the world.&lt;br /&gt;
&lt;br /&gt;
Notice also the grid lines extending around the origin. These are there to give an indication of size, and are set at 1 unit intervals. In terms of modelling for ''Oolite'', each full square counts as 1 'oolometre', 1 metre of dimension in the game world.&lt;br /&gt;
&lt;br /&gt;
You may have observed that three of the grey grid lines, the ones that begin at the origin, are a little darker grey than the others. These are to show that they are continuations of the X, Y and Z axes on the '''negative''' side of the origin.&lt;br /&gt;
&lt;br /&gt;
=== Get Up, Move Around A Little ===&lt;br /&gt;
&lt;br /&gt;
First things first: we need to know how to navigate our way around the working environment. Click the MMB and move the mouse around. See how the display changes? What's happening is that you're changing the position of the working environment, '''not''' the camera, the point in space from which the program is looking at the working environment. The camera itself is standing still; we're standing still; '''everything else is moving'''.&lt;br /&gt;
&lt;br /&gt;
Play with moving the world around a little. When you've had enough, click the LMB to steady things up again.&lt;br /&gt;
&lt;br /&gt;
=== Manual Reset ===&lt;br /&gt;
&lt;br /&gt;
Uh-oh. The world's got its knickers in a twist, and that's not where we want it be right now. Not a problem, however: press '''R''' and the view will reset to its original position, with the camera looking down at the origin.&lt;br /&gt;
&lt;br /&gt;
You can always press '''R''' to get this view. It's a useful key to remember.&lt;br /&gt;
&lt;br /&gt;
=== Move Around A Little More ===&lt;br /&gt;
&lt;br /&gt;
Click the MMB again to free up the camera and move the view away from its starting position.&lt;br /&gt;
&lt;br /&gt;
It's often useful - if not downright necessary - to be able to get a closer look at a model. The simplest way to zoom in and out is simply to use the mouse wheel: rolling it forward (scrolling up) zooms in and rolling it backwards zooms out. See how the camera zooms in in regular steps?&lt;br /&gt;
&lt;br /&gt;
If you want a little more control over the zoom, then we really need to ''dolly''. What this does is to put the world on a little cart on a piece of imaginary track so that it can be moved backwards and forwards smoothly. In order to do this we need to '''click and hold''' the MMB, then move the mouse up and down. Moving it forwards dollies in and moving it backwards dollies out; moving it from side to side does nothing at all. Have a play with that to get the feel of it.&lt;br /&gt;
&lt;br /&gt;
Moving around and in and out is all very well, but what if the bit of model we want to see is off the screen somewhere?&lt;br /&gt;
&lt;br /&gt;
(I hope you haven't clicked the LMB to stop the working environment from moving. If you have, click the MMB again to free it up.)&lt;br /&gt;
&lt;br /&gt;
This isn't a problem, either. What we need to do is to '''track''' the environment from side to side. Tracking is like dollying, except from side-to-side and up-and-down rather than in and out. To make the computer track, press the '''Q''' key and then move the mouse. See how, instead of the world turning around and about, it moves as you'd expect it to do, up and down and left and right? Have a play, for a minute.&lt;br /&gt;
&lt;br /&gt;
Now we've moved sideways, we can press '''Q''' again to stop tracking (do that, please). Moving the mouse around shows that we're back to turning and rolling about - but wait! The camera's focus has moved away from the origin!&lt;br /&gt;
&lt;br /&gt;
I suppose I've been a little sneaky, but this was as good a way as any other to introduce you to an important truth about Wings3D (and probably about many 3D modellers): the camera is always focused on the centre of the '''window''', '''not necessarily''' on the centre of the world. Moving things around now can produce some quite brain-bending experiences: with the origin away from the centre of the screen, the movement is not always as you expect and can take some getting used to. However, we are not afraid: we have the '''R''' key. Press it and continue undaunted.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4219</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4219"/>
		<updated>2006-06-02T20:44:16Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well, as a writer I have, and I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's get on.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4218</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4218"/>
		<updated>2006-06-02T19:05:30Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well, as a writer I have, and I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's move on to the real reason for all this: making models.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;br /&gt;
&lt;br /&gt;
When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.&lt;br /&gt;
&lt;br /&gt;
==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4217</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4217"/>
		<updated>2006-06-02T17:59:39Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well, as a writer I have, and I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...&lt;br /&gt;
&lt;br /&gt;
Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had &amp;quot;The Talk&amp;quot;, let's move on to the real reason for all this: making models.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4216</id>
		<title>Modelling 102: From Cone to Cassowary</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102:_From_Cone_to_Cassowary&amp;diff=4216"/>
		<updated>2006-06-02T17:52:43Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''.&lt;br /&gt;
&lt;br /&gt;
In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model.&lt;br /&gt;
&lt;br /&gt;
== You Will Need ==&lt;br /&gt;
&lt;br /&gt;
For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure.)&lt;br /&gt;
&lt;br /&gt;
== Modelling: &amp;quot;The Talk&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---&lt;br /&gt;
&lt;br /&gt;
Okay, okay, '''stop right there'''. Ever heard of &amp;quot;writer's block&amp;quot;? Well, as a writer I have, and I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again. So.&lt;br /&gt;
&lt;br /&gt;
Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.&lt;br /&gt;
&lt;br /&gt;
If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.&lt;br /&gt;
&lt;br /&gt;
But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I've not been for treatment yet...&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4215</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4215"/>
		<updated>2006-06-02T17:20:11Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Welcome to ''Modelling 102: Texturing for the 2D Challenged''. This page is aimed at those people who have a model that they want to texture, but don't feel confident enough at 2D art to create elaborately texture maps, or who, '''like me''', simply don't have the talent. It follows on from ''Modelling 101: From Cone to Cassowary'', which you can find [[Modelling_101:_From_Cone_to_Cassowary|here]].&lt;br /&gt;
&lt;br /&gt;
== You Will Need... ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed a model to be textured, a good imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Cassowary'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when you need it, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4214</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4214"/>
		<updated>2006-06-02T17:08:00Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First Things First ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed a model to be textured, a good imagination and a sense of how you want the model to look, and some textures. For the purposes of this tutorial I'll be using the ''Bobolink'' model from the ''Modelling 101'' section.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4213</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4213"/>
		<updated>2006-06-02T01:32:49Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* First Things First */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== First Things First ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed for this tutorial are a model to be textured, a good imagination and a sense of how you want the model to look, and some textures.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water, whatever), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4212</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4212"/>
		<updated>2006-06-02T01:28:29Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Finding Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== First Things First ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed for this tutorial are a model to be textured, a good imagination and a sense of how you want the model to look, and some textures.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
In all honesty, you can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4211</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4211"/>
		<updated>2006-06-02T01:27:46Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Finding Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== First Things First ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed for this tutorial are a model to be textured, a good imagination and a sense of how you want the model to look, and some textures.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't particularly high up on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
You really can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4210</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4210"/>
		<updated>2006-06-02T01:27:14Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== First Things First ==&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed for this tutorial are a model to be textured, a good imagination and a sense of how you want the model to look, and some textures.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
== Finding Textures ==&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't the first thing on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
You really can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4209</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4209"/>
		<updated>2006-06-02T01:26:44Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, written by an admitted 2D-art non-starter to try to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
= First Things First =&lt;br /&gt;
&lt;br /&gt;
The 3D modelling package I will be using in this tutorial will be the freely-available and quite sterling '''Wings3D'''. You can find a (probably) up-to-date link for this software here.&lt;br /&gt;
&lt;br /&gt;
You will require the services of a good 2D art program for this, or else I suspect you may not get very far. MS Paint is '''not even vaguely''' recommended for this. However, high-end, professional (and costly) software isn't required either. The package I use is called '''The GIMP''' (''GNU Image Manipulation Program''), is free and has quite a number of nifty features that I've come to love in the course of building models. You should use whatever you feel comfortable with. However, this tutorial uses the GIMP for its examples, and your software may not have the same functions available.&lt;br /&gt;
&lt;br /&gt;
Also needed for this tutorial are a model to be textured, a good imagination and a sense of how you want the model to look, and some textures.&lt;br /&gt;
&lt;br /&gt;
I would also recommend beverage-of-choice (coffee, tea, soda, water), and some inspiring music to take your mind off things, when you need it taken off them. You'll know when it happens, trust me, and you'll be grateful I warned you in advance.&lt;br /&gt;
&lt;br /&gt;
= Finding Textures =&lt;br /&gt;
&lt;br /&gt;
The biggest and most obvious problem I had when I was starting out was finding textures to use. Small art samples weren't the first thing on my list of Things To Download, and although there are quite a lot of 3D source sites out there - the vast majority of them run by absolutely sterling people and many of those for free - you can bet your bottom credit that they won't have quite the image you need. It's the way the world is, like shopping at a supermarket: fifty-nine brands of toilet roll, and no triple chocolate fudge ice-cream.&lt;br /&gt;
&lt;br /&gt;
Don't worry about it. Just repeat after me: ''The Internet Is My Friend''. Got that? Yes? Good. Try it again for good measure.&lt;br /&gt;
&lt;br /&gt;
You really can find almost all the textures you need online. For instance, typing &amp;quot;wood samples&amp;quot; into Google will give you a host of sites with images of woods with beautiful grains. If you need particular, solid colours, I find it a good idea to go out in search of fabric swatches, and I've built up quite a collection in many different hues and materials from scarlet silk to pink check gingham (no, '''really'''). I quite like the effect that the fabrics bring with them, because they're almost never 100% monotone: there's always a bit of nappe, or perhaps the sample didn't lie flat on the scanner, or there's a slight pattern to the cloth: it can have some very interesting, and occasionally unintended but welcome, effects.&lt;br /&gt;
&lt;br /&gt;
Don't worry about textures for now, though: in true Home Economics style, all you need will be provided for. The images that you need will be available further down the page. Honest.&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4208</id>
		<title>OXP howto texture</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4208"/>
		<updated>2006-06-02T00:56:27Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Textures from a wings3D model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Step 1 ==&lt;br /&gt;
&lt;br /&gt;
Open a good [[List of software|graphic editing application]], something a bit more elaborate than MS-paint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom texture native models ===&lt;br /&gt;
&lt;br /&gt;
You can create custom textures for any Oolite native entities, the steps to follow are:&lt;br /&gt;
*Edit the chosen native texture to your own liking.&lt;br /&gt;
*Duplicate the chosen ''Xnative_ship''.dat model, and alter the file name. Open the copy in a text editor, and change all referances from ''Xnative_ship''.png to the name of your ''custom_texture''.png.&lt;br /&gt;
*Create a custom [[shipdata.plist]], with a [[like_ship shipdata.plist example|like_ship]] entry which refers to the original, and place your components into the appropriate folders, making a complete, [[OXP_howto|funcional OXP]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures from a wings3D model ===&lt;br /&gt;
&lt;br /&gt;
After you have created a model, you need to apply an [[AUV]], this defines the way your future texture-file will be stretched accross your model.&lt;br /&gt;
Use hard edges to mark where to 'cut' the textures. &lt;br /&gt;
&lt;br /&gt;
There are two ways Wings-3D will extract an AUV: &lt;br /&gt;
&lt;br /&gt;
(1) Fold: like a papermodel, the model is folded out to the flat plane of the texture. Can be usefull for small details, but may be difficult to line up correctly. &lt;br /&gt;
&lt;br /&gt;
(2) Projection: the less complicated approach, will project (average normal) the sections unto the texture canvas.&lt;br /&gt;
&lt;br /&gt;
Move around the sections untill you are satisfied. Then create a texturemap from the AUV, do not forget to set 'draw all lines' in the [[dra_AUV_wings3D|options]]. &lt;br /&gt;
Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file. &lt;br /&gt;
(note: win-wings does not support PNG-format, use BMP)&lt;br /&gt;
&lt;br /&gt;
You may want to look at Daniel Walker's [[F_C_Textures|texture guide]].&lt;br /&gt;
&lt;br /&gt;
Beginners and non-2D-artists may prefer to begin [[Modelling_102:_Texturing_for_the_2D_Challenged|here]], instead.&lt;br /&gt;
&lt;br /&gt;
== Step2 ==&lt;br /&gt;
&lt;br /&gt;
Now edit the file in your graphic software.&lt;br /&gt;
&lt;br /&gt;
When you are satisfied with your results, save and go back to wings3D.&lt;br /&gt;
Most probably you have saved under a new filename, so 'import-image' it.&lt;br /&gt;
Now drag the edited texture to it's corresponding AUV. &lt;br /&gt;
Your texture should now appear on the model (place some [[Lightsources_in_wings3D|light sources]] first). &lt;br /&gt;
Check if all the various parts line up correctly.&lt;br /&gt;
 &lt;br /&gt;
Edit the texture some more if you are not impressed with your results, save under the same name and in wings3D select 'refresh' image in the outliner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export model ==&lt;br /&gt;
&lt;br /&gt;
Before you export, make sure the texture images are 'internal'. &lt;br /&gt;
Export in *.dat-format. &lt;br /&gt;
&lt;br /&gt;
win-wings users:&lt;br /&gt;
* Export in *.OBJ + *.MTL. &lt;br /&gt;
* Rename the texture references in the MTL-file from *.BMP to *.PNG)&lt;br /&gt;
* Open texturefiles and save as *.PNG.&lt;br /&gt;
* [[Convert OBJ2DAT|Convert]] the OBJ+MTL files to DAT format.&lt;br /&gt;
&lt;br /&gt;
== Internal Links ==&lt;br /&gt;
*[[OXP]]&lt;br /&gt;
*[[OXP howto]]&lt;br /&gt;
*[[OXP howto model]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.wings3d.com/ Wings3D official home]&lt;br /&gt;
*[http://www.geocities.com/paulthepuzzles/aardvarks.html Tuts and tips Wings3D, by Aardvark]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4206</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4206"/>
		<updated>2006-06-02T00:55:49Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 102 Texturing for the 2D Challenged moved to Modelling 102: Texturing for the 2D Challenged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, designed to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_102_Texturing_for_the_2D_Challenged&amp;diff=4207</id>
		<title>Modelling 102 Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_102_Texturing_for_the_2D_Challenged&amp;diff=4207"/>
		<updated>2006-06-02T00:55:49Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: Modelling 102 Texturing for the 2D Challenged moved to Modelling 102: Texturing for the 2D Challenged: It just looks better. ^_^. D.C.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Modelling 102: Texturing for the 2D Challenged]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4205</id>
		<title>Modelling 103: Texturing for the 2D Challenged</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Modelling_103:_Texturing_for_the_2D_Challenged&amp;diff=4205"/>
		<updated>2006-06-02T00:54:19Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a work-in-progress, designed to help those with limited or no 2D art skills to create good-looking 3D models.&lt;br /&gt;
&lt;br /&gt;
If you are wondering where ''Modelling 101'' is - it doesn't exist yet. I will write it as soon as possible.&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4204</id>
		<title>OXP howto texture</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP_howto_texture&amp;diff=4204"/>
		<updated>2006-06-02T00:52:39Z</updated>

		<summary type="html">&lt;p&gt;Draco Caeles: /* Textures from a wings3D model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Step 1 ==&lt;br /&gt;
&lt;br /&gt;
Open a good [[List of software|graphic editing application]], something a bit more elaborate than MS-paint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom texture native models ===&lt;br /&gt;
&lt;br /&gt;
You can create custom textures for any Oolite native entities, the steps to follow are:&lt;br /&gt;
*Edit the chosen native texture to your own liking.&lt;br /&gt;
*Duplicate the chosen ''Xnative_ship''.dat model, and alter the file name. Open the copy in a text editor, and change all referances from ''Xnative_ship''.png to the name of your ''custom_texture''.png.&lt;br /&gt;
*Create a custom [[shipdata.plist]], with a [[like_ship shipdata.plist example|like_ship]] entry which refers to the original, and place your components into the appropriate folders, making a complete, [[OXP_howto|funcional OXP]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures from a wings3D model ===&lt;br /&gt;
&lt;br /&gt;
After you have created a model, you need to apply an [[AUV]], this defines the way your future texture-file will be stretched accross your model.&lt;br /&gt;
Use hard edges to mark where to 'cut' the textures. &lt;br /&gt;
&lt;br /&gt;
There are two ways Wings-3D will extract an AUV: &lt;br /&gt;
&lt;br /&gt;
(1) Fold: like a papermodel, the model is folded out to the flat plane of the texture. Can be usefull for small details, but may be difficult to line up correctly. &lt;br /&gt;
&lt;br /&gt;
(2) Projection: the less complicated approach, will project (average normal) the sections unto the texture canvas.&lt;br /&gt;
&lt;br /&gt;
Move around the sections untill you are satisfied. Then create a texturemap from the AUV, do not forget to set 'draw all lines' in the [[dra_AUV_wings3D|options]]. &lt;br /&gt;
Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file. &lt;br /&gt;
(note: win-wings does not support PNG-format, use BMP)&lt;br /&gt;
&lt;br /&gt;
You may want to look at Daniel Walker's [[F_C_Textures|texture guide]].&lt;br /&gt;
&lt;br /&gt;
Beginners and non-2D-artists may prefer to begin [[Modelling_102_Texturing_for_the_2D_Challenged|here]], instead.&lt;br /&gt;
&lt;br /&gt;
== Step2 ==&lt;br /&gt;
&lt;br /&gt;
Now edit the file in your graphic software.&lt;br /&gt;
&lt;br /&gt;
When you are satisfied with your results, save and go back to wings3D.&lt;br /&gt;
Most probably you have saved under a new filename, so 'import-image' it.&lt;br /&gt;
Now drag the edited texture to it's corresponding AUV. &lt;br /&gt;
Your texture should now appear on the model (place some [[Lightsources_in_wings3D|light sources]] first). &lt;br /&gt;
Check if all the various parts line up correctly.&lt;br /&gt;
 &lt;br /&gt;
Edit the texture some more if you are not impressed with your results, save under the same name and in wings3D select 'refresh' image in the outliner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export model ==&lt;br /&gt;
&lt;br /&gt;
Before you export, make sure the texture images are 'internal'. &lt;br /&gt;
Export in *.dat-format. &lt;br /&gt;
&lt;br /&gt;
win-wings users:&lt;br /&gt;
* Export in *.OBJ + *.MTL. &lt;br /&gt;
* Rename the texture references in the MTL-file from *.BMP to *.PNG)&lt;br /&gt;
* Open texturefiles and save as *.PNG.&lt;br /&gt;
* [[Convert OBJ2DAT|Convert]] the OBJ+MTL files to DAT format.&lt;br /&gt;
&lt;br /&gt;
== Internal Links ==&lt;br /&gt;
*[[OXP]]&lt;br /&gt;
*[[OXP howto]]&lt;br /&gt;
*[[OXP howto model]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.wings3d.com/ Wings3D official home]&lt;br /&gt;
*[http://www.geocities.com/paulthepuzzles/aardvarks.html Tuts and tips Wings3D, by Aardvark]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Draco Caeles</name></author>
		
	</entry>
</feed>