This chapter was a bit of a review of techniques covered in earlier chapters, but we applied these techniques to a few different kinds of items with different features: collision meshes, no collision meshes, billboard textures, and translucent textures. This helps demonstrate the wide variety of characteristics that modeled items can have in a game world.
We also looked at the MilkShape's Texture Coordinate Editor a little bit, enough to be able to use it to tweak texture maps if the situation warrants.
In the next chapter, we'll learn a new sort of 3D modeling tool and use it to make structures.