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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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Coplanar Overlapping Polygons

Make sure coplanar polygons don't overlap, and make sure overlapping polygons aren't coplanar, REGARDLESS of which way they're flipped. Adding small offsets usually fixes it. Smooth Shift comes in handy a lot

Wine Glass - Part 1

One of the oldest tools to aid in modeling more involved shapes is the "Lathe" tool. We'll use the lathe in Lightwave to build a wineglass (almost as "classic" of a item as the teapot or bouncing ball). First, familiarize yourself with the use of the lathe tool by creating a shape or three with it:

A simple puppet hand.

This is the sort of thing you should be able to make in 10 minutes or so, (give or take.) All it takes is an understanding of some of the more basic tools available in Lightwave3D modeler. O.K then, roll up your sleeves & let's get stuck in!

Basic Head Modeling

In this series of tutorials Philip is showing an interesting approach on modeling a head; first a relatively low-poly head is modeled which can then be detailed and characterized to become pretty much every (human) head you like. These free parts show you how to model this prototype, and we'll continue in the VIP area by detailing and UV-mapping and creating a basic texture.

Blood Cells Tutorial

While working on my never ending demo reel I made an image of some cg blood cells and posted them on my site, well I’ve had a few requests from people asking me how I made it, I think they are under the illusion that it was difficult, trust me if it was hard I wouldn’t have managed it.

Cathedral Ceilings

Cathedral ceilings can be a big challenge to model in 3D. But with a few tools and some basic steps, creating them in LightWave 3D® is a breeze. This Tutorial will walk you through the creation of Cathedral style ceilings with Pillars

Character Construction Basics

There are as many different ways to approach building characters and bringing them to life as there are artists doing it. This page is intended to get the new character artist started by assembling a character, to help identify the necessary parts and terms of a character, and to introduce some modification methods which will be useful as your understanding of character development progresses.

Creating a Spider Web with Lightwave 3D

Modeling a spider web is one of those tasks that can be extremely tedious. But, it can be very simple if you use the right techniques. In this tutorial, we'll use several of Lightwave's time-saving tools to accomplish this task in just ten easy steps.

Creating Primitives

After creating the basic outline for a primitive, use the Arrow keys to add or reduce segments. The image to the right, shows a Ball object with reduced segments. This shortcut is Viewport dependent and the results may vary depending on the primitive. This technique also works with the Lathe Tool.

Creating Spline Curves

There are several types of "spline" used in 3D programs, and they are used for a variety of purposes. For instance, the curve that an object follows when you animate it with keyframes is a spline curve, so is the curve that is used when you apply "mesh smooth" in 3DS MAX or press in Lightwave; different types of curves are used in each case, but they are all types of splines.

Creating the Hall of a Mansion

This is the first part of the tutorial, where we will start out with creating simple Black & White drawings of the room shape. The tutorial is a step by step, so even if you are a complete beginner, you should be able to manage this.

DINOSAUR 3d Modeling Tutorial

The following tutorial I hope will give you a detailed insight into how to approach and complete the task of building a 3d Dinosaur. For this tutorial I have chosen an odd looking beast from the Late Cretaceous called Machrachemia. The techniques I will try to explain here, are not just limited to Dinosaurs, though, they can be applied to any form of organic modeling.

DINOSAUR 3d Modeling Tutorial

The following tutorial I hope will give you a detailed insight into how to approach and complete the task of building a 3d Dinosaur. For this tutorial I have chosen an odd looking beast from the Late Cretaceous called Machrachemia. The techniques I will try to explain here, are not just limited to Dinosaurs, though, they can be applied to any form of organic modeling.

DINOSAUR 3d Modeling Tutorial

The following tutorial I hope will give you a detailed insight into how to approach and complete the task of building a 3d Dinosaur. For this tutorial I have chosen an odd looking beast from the Late Cretaceous called Machrachemia. The techniques I will try to explain here, are not just limited to Dinosaurs, though, they can be applied to any form of organic modeling.

Fantasy Letter

Okay, we'll do a tutorial on heavy texturing now, turning a simple flat plane with a bunch of polygons into an old piece of paper with handwriting on it. 50% of the work will be done in Photoshop, and there's where we'll start.

Getting Wrinkles with Metamation

There are several ways to get nice wrinkles without severly increasing your poly count. If you are using metanurbs, try picking polys in certain areas and smooth shift. I set the outset to zero and then use stretch/move/drag etc to pull the points together and out or in to get wrinkles and folds. Another trick is to...

How to create a deer in LightWave

In this tutorial, I will demonstrate how to create a deer with Lightwave version 5.0m. In this tutorial, I will assume that you know the basics of Lightwave.

How To Create Complex Meshes With NURBS

Creating organic meshes with metanurbs can be easy, but some meshes can be more than a headache! also with nurbs, but here I will show some tricks that make more easy the use of NURBS

How to make a Buckyball

A Buckyball, or Buckminsterfullerene, is really a carbon-60 molecule. The 60 atoms are arranged like the vertices of a truncated icosahedron. An icosahedron is a regular polyhedron with 20 faces. It has 12 vertices, so to truncate it we need a regular polyhedron with 12 faces, like a dodecahedron. Happily, Lightwave comes with a Platonic Solids macro that lets us create both the icosahedron and the dodecahedron...

How to make smooth-bevels on non-flat surfaces

I searched for months to find a clean technique to make nice and smooth bevels on organic objects, mainly because I was modeling Startreck Voyager and I wanted all the in-bevels on the hull to look realistic. It finally became clear to me that there was no easy way to do that with Modeler, so I started to develop my own-made smooth-bevel technique.


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