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Wings3d - Making models yourself.

 

Fancy goblet (model of Keshi #352322)

In Activeworlds you have the worlds Winter (80n 598w) , where Keshi (#352322) has a modeling school for Wing3d objects. The lessons are in english, and you can find also the lessons here in another kind of presentation. This here is the second model : a fancy goblet. If something isn't clear on this webpage, you can also go the the explanation of Keshi in the world Winter , so that you can continue to try making this model.

 

part 1 - making basic model of the glass

Start up Wings3d and right-click in the screen , and select a sphere. (You don't need to select the rectangle besides the sphere, as we are goint to used the standard size of the sphere)
Select "e" (edges = 2nd cube middle above) and select 1 horizontal line above the the middle line.
Select the letter "l"  (=loop). Now the entire line around the sphere will be selected, you see also the green extra lines around the globe, indicating that these lines are selected. Stay on the edge menu "e" (edges = 2nd cube middle above) , right-click and choose "loop cut". The sphere has now 2 parts : all the faces of the upper part are selected in red .
Right-click , and choose "Move" ,  then "Y"  , TAB  , -3 .  Now the upper part of the sphere has been moved down and we see 2 seperated parts . This will be the foot of the glass, which we will flatten now :

Right-click, choose "Scale Axis" , then "Y", TAB , 60%.  Deselect with the space bar.

 

part 2 - changing the divising of the foot of the glass

We will change the faces of the glassfoot , in view of adding a handle to the glass.
Select "v" (vertices = 1st cube above) in order to select the vertices : now you see that all vertices have now black balls on the entire model .
Use the ALT and leftmousebutton and grab with your mouse so that you also see the bottom side of the (upper) sphere , and there you select the lowest vertex (in the middle).
Now we will do the same, so that we see the upper side of the foot of the glass, and here you select the middle vertex as well : Now you see 2 green lines (1 going up and 1 going downward).

Right-click, choose "Collapse". Now you are on the Face menu (=3rd cube): you will see that there is a circle area that is selected in red on the foot of the glass. Right-click , choose "Scale uniform", TAB , 45%.. And the selected circle on the foot of the glass has been reduced.   Deselect with the space bar.

 

 

part 3 - cutting out into a glass

Now we are making the glass hollow by cutting a part out. .Select "f" (faces) , and click upon the upper face, which is the upper side of the glass. Right-click, choose "Intrude", TAB ,  0.05.

Now you see that the glass has been cut out . Deselect with the space bar.  And check it out with the ALT + leftmousebutton and grab around .

Now we will continue flattening the foot of the glass.
Select "e" (edges). Select now 1 horizontal line on the middle circle of the foot of the glass.
Select "l" (loop) and the entire circle is selected . 
Right-click , choose "Move" ,  "Normal" , TAB , -0.05 , deselect (space bar). The foot has been flattened now, the difference is small, but you should see that the foot is now smoother.

part 4 - adding the handle

Now we are going to add the handle of the glass. Selecteer "f" (faces )
Use the ALT + leftmousebutton and grab , so that you see the bottom side of the upper glass part , where you select the middle face . And then also grab to the the upper side of foot of the glassn where you also select the middle face. Both faces are identical small circles.
Right-click , and choose "Bridge".  

 

part 5 - reducing the model

Select "r" (reset) so that the model gets into its starting position view.
Press "b" (body/mesh or 1st cube) and select the entire object , so that everything is in red .
Right-click, choose "Scale Uniform" , TAB ,  8%.

Press upon the space bar to see the result . Zoom in with the mousewheel . Now the obejct is too low and we want to place it higher, upon the grid. , Choose "b" (body or 1st cube) and we select again the entire object (in red) .

Now go to the toolbar-menu and choose : Tools > Put on Ground.
And we deselect the object (press the space bar).

And now we are going to save this object : e.g. : goblet. If you want to continue, then you will have to load the file goblet.wings.

 

 

part 6 - adding ornamental lines on the glass

Select "e" (edges ) and select a vertical line , which runs form the upper edge of the glass until the upper horizontal line of the glass. Now select all thse vertical lines around the glass until you have selected 16 edges.
You will also see 16 green help lines around the glass, each time you select a vertical line there will be added a green line too.
Now use the ALT+leftmousebutton and grab around , so that so can select all the vertical edge more easily.  Right-click, select "Cut " , select 3   and then on "c".  (or right-click and choose "Connect")
Now the upper line has been divided into 3 smaller ornamental lines . Deselect with the space bar.

 

 

 

Now we are going to add also ornamental lines for the foot of the glass.
Select "e" (edges) . Here we also select a vertical line which runs from the edje till the middle line of the glassfoot.
Select "i" (= identical : the identical vertical lines will be selected) , if you don't have 16 edges, then you will have to have those manually by using ALT+lefmousebutton and grab around and select the 16th.
Select "c"  (connect) and there will be added 1 ornamental line upon the glass foot , (this line "connects" the vertical lines).  Deselecter (space bar) and save the file again .
 
 

part 7 -   adding transparant colours

Nothing is selected , and we right-click and choose "Material" and we give it the name "glass". After this there will appear another screen with the material properties of "glass", there you see "diffuse" where you click upon the white rectangle with is located behind the sliding bar of diffuse, and there will appear a screen with the title "choose color" and then you can choose a color using the sliding bars. You will see that the color that you have selected will also appear on the sphere in the screen of "Material Properties"

Next thing : we move the sliding bar of Opacity to 0.75 (or you type the value of 0.75) and you click upon ok. (you can also put another value : the lower the value , the more transparant the model will be) . Then click upon ok , to close the Material Properties screen.


Kies op de  toolbar  voor :  Window > Outliner , en je zult zien dat de Glass material erbij staat.

Select "b" (body =4th cube), click upon the object to select everything , press "f" (faces), so that you select only the faces and you will see a lot of green help lines too.
Go to the Outliner screen and left-click upon the Glass-material , so that you have selected this, and grab this with your mouse onto the selected glass in the Geometry-screen. And when you loose your mousebutton, then you choose "Assign material to selected faces".
Deselect (space br). Now we see the coloured glass.

With the 2nd icon (abova at the right) you can view the transparancy, you selecting wireframe and solid/smooth.

Now we will colour a part of the glass with less transparancy.
In the Outliner we select the "glass"-material.  Here we right-click and choose "Duplicate".
In the Outliner we will see now the material "glass2". We select glass2 , right-click and choose "Edit Material". We choose now Opacity 0.8 and we choose ok.

Now choose "y" (y-axis : you will see the glass from above ) , "f" (facers) and select the middle face (inside the glass).
Click 4 times upon the + key , so that the entire inner part of the glass has been selected (65 faces selected).
Now we are going to select Glass2 in the Outliner and grab this to these selected faces in the Geometry window.When loosing the mousebutton , then choose "Assign material to selected faces".
Deselect (space bar). Select "z" (z-axis : to view the glass from the side) and use ALT+leftmousebutton and grab around to vieuw the entire object. And check the tranparacy (smooth shading = 2nd icon right above) and you will see that the glass cup is darker than the glass foot.

kgold.jpg -bestand voor de goudrand van het glas.

part 8 - adding gold ornamental texture-strips

We are going to use the texture kgold for the ornamental line, we alreday used this texture for the wizard-plate, so you don't need to dowload it again ,and you can import the texture again for this model :

File > Import Image > kgold. 
You will see the texture kgold in the Outliner
With "r" (reset) you bring the object back into its starting view position.
Select "f" (faces) and select 1 face of the edge of the glass cup and also 1 face of the edge of the glass foot.
Select "i" (Identical) and normally there should be 32 faces selected. You can see this on the infolijn located under the icons. If there aren't 32 faces selectedn then use ALT+leftmousebutton and grab around and select the remaining faces, until you have 32 faces selected .

Right-click, choose below for More and then : "UV Mapping" and the screen "AutoUVSegmenting'" appears with the title: Sphere1. And we see also that you can only see the selected edges of the glass, for which we will add a gold texture. In this screen we will zoom in (mousewheel) en choose "e" (edge). Select shift +z  (=z-axis) and now you see the side of the glass edges . Now we select 1 vertical edge on the upper strip and 1 vertical edge on the lower strip (and you will also see 2 green help lines).

In order to view this better , you can center the object by pressing "a" (=center).
Right-click and choose "Mark Edges for cut".
Right-click and choose "Continue".
Right-click and choose "Unfolding".
Now the AutoUV-screen appears with the title: sphere1.. And here you will see 2 red curved lines (representing the 2 strips of glass) and a coloured background. And in the Outliner-window you will see now also : Auv-BG and sphere1_auv.


In the Outliner-window we left-click upon the kgold-texture to select it, and then we press the leftmouseclick and grab this to the AutoUV window. When loosing the mouse, you will see a gold background in the AutoUV-window. Now your see 2 curved lines (the glass edges) and the goldtexture.

 

The goldtexture itself consists of pale zones and darker zones. These red curved lines in theAuto-UV-scherm need to be moved now into the pale areas of the goldtexture.

For this we need to do the next thing : we are going to select 1 curve line at a time : by clicking upon them , we can select or deselect. We will click now upon the bottom curved red line, and by deselecting, the lijn becomes transparant , whereas the other curved lines remains red. Now we right-click and choose "Move" and we move with our mouse the upper curved red line into the paler area. We don't need to move the bottom curved line as this line is already in a pale area.

Another way to get those 2 red curved lines into paler areas is to reduce them and then to move them into the paler area. For this , we choose "Scale" , then "Uniform" and we grab with the mouse in order to expand or reduce the curved lines. The moving and/or scaling can be ended by clicking again upon the curved line.

When everything is well positioned, then you can close again the AutoUV screen. Deselecter (space bar) and you see already the gold edges..
Click upon the smooth shading icon (2nd right above ) to view transparancy.

Choose "b" (object or 4th cube) and select the entire object, and you will see that there are 256 vertices. Right-click , and choose "Cleanup".
In this case the number of vertices remains on 256 , but its always useful to do this. On the object info line you will see : 242 polygons, 496 edges and 256 vertices.

Now you can save the file .

part 9 -  Convert into Accutrans

 

Now in Wings3d we are going to scale the object , because in Accutrans the model will be 10 times bigger automatically. For this , in Wings3d, we select the entire object "b" (="body" / 4e cube above) and click upont the object so that it is selected in red.
Right-click and choose r "Scale Uniform" ,  TAB-key and choose 10%.   We choose in the toolbar-menu: "Tools > Put on ground" . And we save the file (e.g.. goblet)  , and we export with the extension .obj. (.obj = wavefront extension)

File -> Export > Wavefront (obj). Now you can close the Wings3d program.

We start the Accutrans program and we load this file.   File > open (new) > and select the file goblet.obj 
The model appears in Accutrans (it is 10 times larger now but you can't see it) . And this file we are going to save at once .
File > save as > choose a filename  ,with extension file type renderware .rwx.

part 10 -  Upload to your objectpath

Search for the goblet.rwx -file on your computer (using the explorer) , the rwx-file is a notepad/.rwx-file. And we right-click upon this file and we choose : "Copy to : zipped map". Now there is also a zip-file of this rwx-files : goblet.zip.

Now we can start the FTP-program, and we are going to upload this zip-file into the models map. This time we don't need to upload textures, adnd we have already uploaded the kgold texture when we have made the wizard plate. In case you didn't make the wizard plate model , then you will have to upload the texture kgold.jpg into teh texture-map of you objectpath (textures are not zipped, except .bmp-files)