Defining Connecting Edges and Naming Materials

In this section, you learn how to define the names of the model meshes for various body parts and the names of the connecting vertexes for each body part. You will also find out how to assign the material names for each body mesh.

Naming Rules for Body Parts and Connecting Edges

Basic Naming Rules

Naming Methods for Connecting Edges in 3ds Max 2010

Naming the connecting edges for each body part can be done by following the steps below:

  1. Select a body part.
  2. Switch to Vertex mode.
  3. Select the vertexes that form the connecting edge.
  4. Name the connecting edge line with the identical names as listed below:

Naming Methods for Clothes in 3ds Max 2010

Currently, the clothes (including pants and shoes) can not be separately exported as an individual model mesh; therefore, when the character has a separate clothing layer, the model meshes, named RL_Upper, RL_Lower, RL_Hands and RL_Shoes, must all be included in the custom meshes.

The skin mesh of the upper body is an element of the RL_Upper.

The cloth mesh for the upper body is also an element of the RL_Upper.

Naming Rules for Materials

After you have finished constructing the meshes for each body part (RL_Face, RL_Upper, UL_Lower, RL_Hands and RL_Shoes), you need to assign material to the body parts with specific names as listed below: