Tutorials
Lightwave : Modeling Tutorials
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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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