This six-part tutorial is written for beginner / intermediate users of Lightwave 6.x / 7.x. It deals with modeling a simple character, texturing it, setting up bones, and exporting the boned animation to morph targets, suitable for many game engines. It does not try to go into enormous depth in any one of these areas -- for more information on any topic, read the manuals. I tend to use Paint Shop Pro (PSP) and Aura a lot, but the 2D parts of this can be completed in Photoshop just as readily. You can access the files I refer to in these tutorials by downloading this zip file. It contains all versions of the objects and scenes, and the LW Game Object Test engine by Darren Reid (LWView.exe). It does not include the really big images -- specifically, the UVunwrap images are not included -- for reasons of bandwidth. Whenever the tutorial tells you to load or copy a file from my project folder, look for it in the zip file, (instead of on the "I" drive -- unless you are a student at NBCC Miramichi). Before we begin building Janet, I'm assuming that you have created simple front and side sketches of the model you want to build, and have scanned them / cleaned them up. Begin as follows:
Create a project folder; I called mine "Janet" with subfolders called images, objects, and scenes. Scan the front and side sketches of the character. In PSP, trim them so that you don't have a lot of excess background stuff. Since scans are often enormous, scale the images down, if you haven't already, to a resolution between 512 and 1024 lines. Push the background (the area around your sketch) of each image to a neutral grey (128), so that you don't get visual confusion when we use them as modeling templates. Save these files into your project folder.
Now we're ready to work. Part One -- Box Modeling the Body Open Modeler, and press "o" to open the General Options panel. Set the content directory to the project folder we made (above). My content directory is shown in the illustration below -- yours will be different of course.
- Press "d" to access the
Display Options panel.
On the "Backdrop" tab, shown above, load the two drawings we prepped in the previous steps -- be sure to put the front sketch in Viewport #3, and the side one in Viewport #4.
Set the "Size" value to the height the image should be. In my case, my character will be about 1.2 meters tall, but my image has a bit of fuzz around the edge, and a few centimeters of hair, so I have set my size to 1.4 meters. The first center value controls the "Y" position of the image, so I've set mine to 700mm -- or half the height of the image. This way, my character will be created with her feet on the ground. Be sure to set both of your images so that they match up. Increase the "Image Resolution" setting until it is bigger than the resolution of your scans, if possible. Note: In most of the screen shots below, I have hidden the sketch template -- use your template sketch for each step of this tutorial, to ensure that your model matches up with your design.
Since my Janet design is very simplistic, I started by making a box which roughly fits the space of her upper torso, using the settings shown below, and then I hit <tab> to convert it to a sub patch, as seen below right.
Once you've converted the box to a sub patch, you will probably need to resize it a bit to get it to match up with the shape of the torso in the sketch you're using for a template. Use whatever tools you want for this, but avoid making edits in the front / back view, as that will disrupt the symmetry of the object, making our job harder. Of course, I then immediately named the surfaces of the new shape by pressing "q", as shown below.
Now, select the polygon on the bottom of the box, and bevel it downwards to make the lower torso. Use the stretch and move tools (etc) as needed to shape it to the sketch, again, keeping everything symmetrical in the front view. Bevel once more, and then use the stretch tool, centering it on the "0" origin line in the front view, to squeeze the selected polygon into the crotch shape, as shown below.
Select the four polygons which adjoin this one (just press ] to select adjoining) and rename them as "Janet_Jeans". Now, let's turn on "Symmetry" mode. Click on the "Modes" button at the bottom of the Modeler screen, and choose "Symmetry On/Off", as shown below. Note: In case you've had difficulty at this point, I've saved my model as "Janet_01.lwo" in my project folder, which is saved in this week's folder.
Now try making a polygon selection on either side of the model -- the other side should automatically select for you! If it does not seem to work this way for you, it may be that you've knocked your model out of symmetry in one of the previous steps. Select the two polygons on either side of the crotch polygon we just made, as shown below.
Now bevel these polygons out a ways to make the hips. You can use the Move, Rotate, and Size tools as usual (along with most other Modeler tools) but when you edit in the Front / Back view, stay on the right of the origin line -- the left side will mirror your every move. Bevel again, and make the upper leg. You should now have something like the image below.
The crotch needed some adjustment -- I moved the crotch polygon down a bit, and tweaked the hip profile. Now, with the two polygons at the ends of the legs selected again (as shown above) bevel out a few more sections, to get down past the knee, as shown below.
Since my Janet has jeans that end at the knee, I will now bevel inwards and up inside the knee (an inset, and a negative shift), as shown below.
It's now time to rename the selected polygons again -- this time, I'm calling them "Janet_legs", and picking an appropriate colour -- the image above shows the result of this change. Now use the select adjoining feature (]) to select the whole leg (both of them should get selected) and rotate the leg out a bit, by rotating at the point indicated below. Note: Part of the reason for spreading the legs is to simplify bone setups, and part is because we don't want any points to cross the origin. Huh? If your knees are quite close together, check to make sure that all the points for each side of the body are on the same side of the origin line as the leg -- otherwise you symmetry operations can get all whacky. Correct the problem if you see it happening, before it becomes a thorn in your side.
Bevel several more times to make the lower leg, as shown below. Use the Move, Rotate, and Size tools whenever necessary to make the resulting shape follow your body's design. Note that the bottom edge of the jeans looks unnaturally flared -- I did this on purpose, as I intend to wiggle those edges around later, just to make the bottom edge of the jeans look a bit irregular.
Rename the two polygons on the ends of the legs "Janet_Shoes". Now bevel out and up, as shown below, to make a small depression where the feet go into the shoes.
Bevel again, this time outwards (negative inset) with no shift, to make the top of the shoe's walls. Bevel again, out a bit and down, to make the outside of the show, as shown below. Again, you will need to do some Move / Rotate / Scale / Drag / etc. operations to get the shape you want (matching your sketches).
Bevel once more, and take the selection down to the top of the shoe's sole. Rename the selection ("Janet_Shoes_soles"), and bevel once more to give the sole thickness. Now deselect, and select the two polygons on the front of the shoe, as shown below. The other foot should select automatically.
Now, we can't use Bevel for this, since it splits the polygons when more than one is selected, so we'll use Smooth Shift (in the Multiply menu, near Bevel, or <shift f>). With Smooth Shift, it is best to use it by simply turning it on, clicking once in any viewport with the left mouse button, and then turning it off. Now use the Move / Rotate / Scale tools to drag your new section out to the position you want it to occupy. With just a bit of tweaking, you should be able to get something like the image below. Make sure to follow your own design sketches. Note that I've not put any detail into this shoe, such as laces or eyelets -- we'll do all that with a texture map, if we have time to get to that level of detail. We're done with the feet. I've saved this version of my object as "Janet_03.lwo", for your reference. Before we proceed to the head and arms, let's tweak the body a bit. If you look at the side profile, you may find that our single-minded concentration on the front / back view has left the body looking a bit linear in profile.
First off, the bum. My sketch was not so great in this area, and I now see that my character lacks enough of a bum. To correct this, I selected the polygon shown on the left, below, and scaled it a bit, as shown on the right below.
A bit of similar reshaping of the torso polygons, and I had the shape shown below.
This will do to solve the shape of the torso problem, but it makes it apparent that the surface dividing line for my pants-meets-torso is not adequate, so I'll cut a new one*. Note* we could have avoided this with a single UV, but this gives us more control, and does not require us to build a complex UV map.
Select the band of polygons above the jeans, as shown below.
Now choose Construct / Bandsaw, and turn on "Divide" before you hit "Ok". This should split the torso right around the middle of the band. You should now have 8 polygons selected -- deselect the top four, and scale the bottom four as needed to get the desired shape.
Run around as needed, fine tuning, until your body has the shape you want. The shape shown below is enough like my sketch that I'm satisfied with it so far. I've saved it as "Janet_05.lwo".
It's time to take a break. I'll pick this up in Part Two: Arms and Head |