' Wrote:Is there anyway to slect a face based off of Vertex? I am getting frustrated by this select tool choosing faces in the middle of the ship when I am simply trying to get the nose...
Yeah that tool helps a lot. Also if you're having trouble selecting a face, it can help to regroup the faces and hide all the ones you're not looking at.
Just remember once you're done to regroup all the groups that use the same material into one group.
Also, there is an edit button. No need to double post xD
I'd forgotten how much fun designing textures could be (never skinned a model myself before but I'd played around with jedi Outcast a while back redoing all the skins...)
You have a double face. Delete one of the faces, and make sure the face is facing outwards. The 'inside' face will be darker than the 'outside face'
If your outside face is darker you will need to reverse the vertex order. There's a tool for this in milkshape luckily. It's under Face > Reverse Vertex Order ir ctrl+shift+f
What kind of poly count should I be going for. I've looked over the site, used the search function, asked in another thread, can't find it. So around what poly count do the ships need to be?
I'd recommend importing a ship into Milkshape that is roughly the same size as the ship you're looking to build. Check the poly-count of it, and aim for somewhere in that range. 3k polys would be how many I'd aim for in a Freighter, most of my fighters are between 800 and 1,500 polys.