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BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa, Nome Definitivo:
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BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa, Nome Definitivo:

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1 Tutorials LightWave 3D Modeling and Animating "Janet the Surf Punk" em Qui Jan 27, 2011 8:48 pm


by tonyg

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:

  1. Create
    a project folder; I called mine "Janet" with
    subfolders called images, objects, and

  2. Scan
    the front and side sketches of the character.

  3. 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.

  4. 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.

  5. Save
    these files into your project folder.

Now we're ready to work.
Part One -- Box Modeling
the Body

  1. 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.

  2. Press "d" to access the
    Display Opt

  3. 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.

  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.

  5. 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.

  6. 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.

  7. Of course, I then immediately named the surfaces of the new shape
    by pressing "q", as shown below.

  8. 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.

  9. 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.

  10. Select
    the four polygons which adjoin this one
    (just press ] to select adjoining) and
    rename them as "Janet_Jeans".

  11. 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.

  12. 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.

  13. Select the two polygons on either side of the crotch polygon we
    just made, as shown below.

  14. 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.

  15. Bevel again, and make the upper leg. You should now have something
    like the image below.

  16. The
    crotch needed some adjustment -- I moved
    the crotch polygon down a bit, and tweaked
    the hip profile.

  17. 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.

  18. 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.

  19. 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.

  20. 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

    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.

  21. 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.

  22. Rename
    the two polygons on the ends of the legs "Janet_Shoes".

  23. Now bevel out and up, as shown below, to make a small depression
    where the feet go into the shoes.

  24. Bevel
    again, this time outwards (negative inset)
    with no shift, to make the top of the shoe's

  25. 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).

  26. Bevel
    once more, and take the selection down
    to the top of the shoe's sole.

  27. Rename
    the selection ("Janet_Shoes_soles"), and
    bevel once more to give the sole thickness.

  28. Now deselect, and select the two polygons on the front of the shoe,
    as shown below. The other foot should select

  29. 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>).

  30. 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.

    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.

    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.

  31. 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.

  32. A bit of similar reshaping of the torso polygons, and I had the
    shape shown below.

  33. 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*.

    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.

  34. Select the band of polygons above the jeans, as shown below.

  35. Now
    choose Construct / Bandsaw, and turn on "Divide" before
    you hit "Ok". This should split the torso
    right around the middle of the band.

  36. You should now have 8 polygons selected -- deselect the top four,
    and scale the bottom four as needed to
    get the desired shape.

  37. 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

to Part Two >

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