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Lightwave : Modeling Tutorials


| Animation | Commercial - Video and DVD | Dynamics and Special F/X | Materials and Texture | Modeling | Plugins | Reference and Basic Lightwave | Rendering and Compositing | Non-English Tutorials |


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Subpatch Hand Modeling

a quality 3d project almost always starts with some good planning. for a 3d hand model, it is a good idea to plan out how we want the wireframe mesh to wrap around our model. in doing this, we should keep in mind the future needs of the model in terms of animation and texturing, in order to simplify those steps before we even get to them.

Sub-Patches in LW Modeler

Sub Patches in Lightwave 6 replace the feature called "MetaNURBS" in older versions of Lightwave. Sub Patches are a lot like the tools we used in MAX to build a vehicle a few weeks ago, with a few differences.

Tank Treads

This tutorial explains how to create treads with a minimum of fuss and almost no math

The Five Minute Ship

One of the best features on Lightwave’s Modeler is the ease with which Shift / Bevel tools, combined with the basic transform tools, allow the construction of models. To illustrate some techniques, let’s build a simple space ship – a popular topic. The method we’ll use will allow us to build our model at two or more levels of detail – in fact, how about we build a detailed model for pre-rendering, and another which is under 1000 polygons, for those real-time adventures.

The Great Outdoors

In this tutorial, we will create an outdoor scene from scratch, complete with some terrain, water, clouds and vegetation.

The Great Outdoors part two

Sufacing the landscape

Travelling Sheens and Logo Treatments

First make a reflection map for the logo face.This map should be white diagonal streaks over a black background...

Trees - It´s a Breeze!

First load up Modeler. The majority of the work will be done here. Size and position the grid so you have about eight meters of space above the ground plane in the front view...

Unifying Polygons

Here's the fastest way I know to unify two polygons

Webs and Nets

How to make webs and nets in lightwave

Whiskey Glass Tutorial by Allen Hastings

I've just called up the shot glass object that I used in the Kiki 2.0 image in case you want to duplicate my settings exactly. The glass was modeled after one in my wife's collection, and has the proper wall thickness and rounded lip. Also, the upper surface of the scotch curls up a bit where it meets the glass, simulating surface tension. The not-so-obvious secret of the object is that each polygon is included twice, with the two copies facing in opposite directions and given different surfaces...

Wine Glass -- Part Two

If you followed along in the first part of this tutorial you should have constructed two simple models: a wine glass, and a beveled slab (table) to set it on. You should have loaded the two pieces into Layout, and have a scene similar to what is shown here.

Wine Glass-- Part Three

The first thing we want to do is texture the new object to suit its individual characteristics. I loaded up a character I’d been working on for a while, so he has a lot of textures on him already. For the purposes of this project, apply some presets to get your organic shape to look a bit nicer. You’ll notice that I’ve scaled mine down to fit in the scale of our scene more agreeably – he’s just there to add his colors to the wineglass.

Write On

How to do a write on effect of a moving logo


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