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1Tutorials LightWave 3D Modeling Basics: Magic Bevel Empty Tutorials LightWave 3D Modeling Basics: Magic Bevel Qui Jan 27, 2011 8:33 pm

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by Deuce
Tutorials LightWave 3D Modeling Basics: Magic Bevel Pixel_black

<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 01_BoxTool</td>
</tr>
<tr>
<td align="center">Tutorials LightWave 3D Modeling Basics: Magic Bevel 02_Boxtool_numerics</td>
</tr>
</table>

Grab the box tool, hit 'n'
to bring up the numerics, and make a default
1m box centered at 0,0,0.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 03_SubdivideNow,
we need to add a little more geometry, so we
need to use the "Subdivide" tool, which
is located on the "Construct" tab,
or for you hot key guys (and really learn these,
they speed you up) hit "Shft-D".
We want to use the "Metaform" command,
and use the default settings.
Tutorials LightWave 3D Modeling Basics: Magic Bevel 04_SubdividedboxThis
adds more geometry, and smooths our box towards
a ball.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 05_Selecthalf</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 06_half_selected</td>
</tr>
</table>
We would like to have this more 'capsule' shaped.

So, select half of the ball,
hit "Shft-F" to activate "Smooth
Shift", hit the right mouse button only
once (just tap it, this will add geometry without
moving it).



Tutorials LightWave 3D Modeling Basics: Magic Bevel 07_movedthen
switch to "Move" by hitting the "t" key,
and move the geometry down the Z axis.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 08_CornerSelection</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 09_Cornermerge</td>
</tr>
</table>

We're going to make the polygons
that are going to be our dino's legs. MagicBevel
is afterall, a bevelling tool, so we aren't limited
to using only quads (polygons with 4 points).

So select the three polygons
that are at "the lower corners" of
our capsule, and press "Shft-Z" to
merge these polygons.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 10_All_CornersmergeContinue
to do this all the way around, but only on the
lower corners.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 11_selectanddelete_pointsI
tend to work 'clean' - which means that as I
generate 'trash' that can be thrown away, I do.
With the merging of these corner polygons, we
have liberated 4 points. Just select these and
'delete' them.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 12_findmultibevelNow,
more than likely, MagicBevel is not setup as
a button on your install of LightWave®. If
it is, it might be located under the "Multiply" tab,
or it might more likely be under the "Additional" droplist.
Once you find it -- activate it.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 13_activatemultibevelNow
you'll see that "Handles" (that's those
blue circle things) have been added to the faces
of all the polygons in the object.


Tutorials LightWave 3D Modeling Basics: Magic Bevel 14_numericpanelNow,
without changing anything, hit "n" to
bring up the numeric panel.

The first thing we are going
to make are his legs, and we can cut the time
in half by turning on "Symmetry" for
MagicBevel, and MagicBevel's symmetry is capable
of working on many different axis'.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 15_symmetry_settingSo
click on the "Symmerty" radio button,
and make sure that "X" and "-<<+" is
selected. What this means is whatever we do on
the positive X side, will be automatically applied
to the negative X side.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 16_clickonhandleNow,
just click on one of the handles in the "Back" view,
and drag it down. You will see the other side
perform the same thing.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 17_dragdown</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 18_doitagain</td>
</tr>
</table>

Just click back where you had
clicked prior, and it will grab the other handle,
and try to do about the same move.


Tutorials LightWave 3D Modeling Basics: Magic Bevel 19_overallSo
here's what we have.


Tutorials LightWave 3D Modeling Basics: Magic Bevel 20_deleteknotsNow,
with MagicBevel still 'active' -- go to the numeric
panel and choose from the "Operation" dropdown
list -- "Delete Knot".

This is one of the Magic parts
of MagicBevel. You can edit many aspects of all
the MagicBevels that you have done before making
it permanent.


Tutorials LightWave 3D Modeling Basics: Magic Bevel 20_EditpathWe
have just a few too many points making up our
legs, we really need only about, say 4 knots.
So, in the view that you can see the clearest,
click on one of the little blue handles to delete
them, until you have about 4 per leg.


Tutorials LightWave 3D Modeling Basics: Magic Bevel Insert_straightNow,
go back to the MagicBevel numeric panel -- and
choose "Straight" from the "Operation" dropdown
list.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 21_handlesdeleted</td>
</tr>
<tr>
<td align="center">Tutorials LightWave 3D Modeling Basics: Magic Bevel 22_straight</td>
</tr>
</table>

Now, when you click on the "foot" of
the legs, it will make the bevel go straight
out, as if the original polygon normal controlled
it. This will make the leg come out of the body
straighter.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 23_edited_legs Ok,
again go to the numeric panel, and choose "Edit
Path" from the dropdown. Now, you can edit
the path of the legs, to make it a little more "leg
like".


Now you can hit the spacebar to drop MagicBevel.
<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 24_selectedpoly</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 25_selectedpoints</td>
</tr>
</table>

Lets go ahead and make the
feet back to quads. Select the polygon that makes
up the foot, then with that still selected, change
to point mode, and select two points that will
divide the poly into two quads, then hit "Ctrl+L".


Tutorials LightWave 3D Modeling Basics: Magic Bevel 26_splitpolygons -
this will split the polygon.
Continue this for the remaining 3 feet.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 27_selectedpolys</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 28_mergedpolygons</td>
</tr>
</table>
Ok. Now for the neck and tail.

Select the two polygons that
are above the legs, both in the front and in
the rear. Merge these together with "Shft-Z".



Tutorials LightWave 3D Modeling Basics: Magic Bevel 29_neck_and_tail Now,
I suggest that you zoom out a bit, and use the "Right" side
view for this.

Once you have zoomed out, activate
MagicBevel again. (Notice that when you do this
activation of MagicBevel, no matter what polygons
are selected or not, all polygons will get a
handle in it's center.) Also, in the numeric
panel, we don't need symmetry anymore.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 30_editpath_spline_move Now,
on the numeric panel, click on the DropDown to "Edit
Path" and select the "Spline" radio
button, and now choose "Move By Path".
The difference here is, that instead of moving
a segmented line, we're editing knots on a spline,
and with Move by Path on, everything "downstream" moves
as you tweak your path.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 31_editedpath Here
you may also decide to delete some knots, depends
on your technique and your Dinosaur!



Tutorials LightWave 3D Modeling Basics: Magic Bevel 32_uniform One
last little control note. You see on the numeric
panel that we have a radio box that is available
only if we are using Splines. That button is
labeled "Uniform". What this will do
is make the segments of our bevel equal along
the length of the spline. Lets turn that on,
because some of my segments in my tail are a
little long, and don't look that great.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 33_applied OK!!
Well, hit the spacebar to drop our MagicBevel
tool and accept what we have done.


<table align="left" border="0" cellpadding="5" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Modeling Basics: Magic Bevel 34_selected</td>
</tr>
<tr>
<td align="center">Tutorials LightWave 3D Modeling Basics: Magic Bevel 35_split</td>
</tr>
</table>

Now, use that same split polygon
technique to make the polygons at the tip of
the neck and tail to make them quads again.



Tutorials LightWave 3D Modeling Basics: Magic Bevel 36_fin If
we want, we can select a few polygons for the
head, hit "Shft-F" for smooth shift,
tap or mouse button, then hit "h" for
stretch and stretch out a headish shape.



I hope that this has introduced
you to all the controls in MagicBevel, and given
you a little insight into looking beyond the
first concept of what a tool is good for.
Thanks for listening.
Deuce.
You can contact me about this at [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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