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1Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Empty Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Qui Jan 27, 2011 8:18 pm

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by Trey Terrell
Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Pixel_black


In this short tutorial I will try to cover the
basic steps in making a low poly object for
use in gaming. The subject of today's lesson
will be an umbrella made for the "serious" modification
for Serious Sam entitled HiT-SQUAD.

To begin we'll use the disc
tool to create the basic shape of our umbrella.
You can find the disc tool under the Create Menu.
In the top viewport stretch out a disc centered
on the axis with a radius of 1 meter and no height.
Or you can use the numeric window (n key)
to put in the exact values.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Makedisc

Next we're going to bevel out
the top to give our umbrella top some volume.
Three bevels should be enough to get the job
done. Select the face of the disc and turn on
the bevel tool (b key). Make the first
bevel with a shift of 140mm and an inset of 140mm.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Bevel1
Now make two more bevels with the following
settings:
Bevel 2 - Shift 100mm, Inset 210mm
Bevel 3 - Shift 70mm, Inset 600mm

You might notice that the top
of our umbrella is looking a little squared off.
That can be easily fixed by selecting all the
points in the middle of the umbrella and using
the Weld Average tool found under the Detail
tab.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Weld

Now we can add a little realism
to our model. Start by selecting every other
row of points in the top view of the model.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Points

Using the stretch tool scale
down these set of point by 90% on both the X
and Z axis.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Stretch1
And scale the same points down by 90% on the
Y axis as well.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Stretch2

Before we move on the the next
part make sure and give this chunk of your model
a surface. Use the q key to bring up the
change surface window. I called my surface umbrella_top.
Later you might also want to go into the surface
editor (ctrl+ F3) and set this surface to double-sided.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Surface
All that is left now is to make the pole for
our umbrella. In a new layer we'll make another
disc. This time it will be centered on the x
and z axis with a radius of 40mm, a height of
1.8 meters and only six sides.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Makepole

Since the top and bottom of
the pole most likely won't be seen by the player
we can delete them to save some polygons.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Deletefaces

Now all that's left is to give
the pole a surface - I called mine umbrella_pole
- and turn all our faces into triangle. To accomplish
this last step make sure you have both of your
layers selected and the use the Triple tool found
under the Construct tab or using the shift +
t shortcut.

Tutorials LightWave 3D Modeling Basics: HiT-SQUAD Umbrella Done
There you have it! Our beach umbrella is ready
to go.

To learn more about HiT-SQUAD
or Serious Sam visit their websites: [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] and [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
you can find out more about Trey Terrell at his
website [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] - © 2001-2002
Trey Terrell
]

http://pt.inbforum.com

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