1 Tutorials LightWave 3D Modeling Basics: Magic Bevel Qui Jan 27, 2011 8:33 pm
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by Deuce |
<table align="left" border="0" cellpadding="5" cellspacing="0"> <tr> <td></td> </tr> <tr> <td align="center"></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. Now, 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. This adds more geometry, and smooths our box towards a ball. <table align="left" border="0" cellpadding="5" cellspacing="0"> <tr> <td></td> </tr> <tr> <td></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). then 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></td> </tr> <tr> <td></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. Continue to do this all the way around, but only on the lower corners. I 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. Now, 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. Now you'll see that "Handles" (that's those blue circle things) have been added to the faces of all the polygons in the object. Now, 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'. So 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. Now, 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></td> </tr> <tr> <td></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. So here's what we have. Now, 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. We 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. Now, 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></td> </tr> <tr> <td align="center"></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. 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></td> </tr> <tr> <td></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". - this will split the polygon. Continue this for the remaining 3 feet. <table align="left" border="0" cellpadding="5" cellspacing="0"> <tr> <td></td> </tr> <tr> <td></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". 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. 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. Here you may also decide to delete some knots, depends on your technique and your Dinosaur! 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. 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></td> </tr> <tr> <td align="center"></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. 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] Download Source File Here |