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Beveling with subdivisions

From: LightWave 10 Essential Training

Video: Beveling with subdivisions

Adding detail to subdivision models is relatively easy when using the Bevel tool. What we're going to do is take this model and add a little more detail to it. Let's hit the Tab key to see what this looks like with a subdivision surface put on. You can see that, well, it looks okay, but it's a little sharp at the top, not quite what we want. We need a little more detail there. So to make it a little clearer, I'm just going to hit the Tab key to turn off the subdivisions for right now just so you can see what we're doing. And that's something to point out is that when you're working with subdivisions you can very easily turn them on and off.

Beveling with subdivisions

Adding detail to subdivision models is relatively easy when using the Bevel tool. What we're going to do is take this model and add a little more detail to it. Let's hit the Tab key to see what this looks like with a subdivision surface put on. You can see that, well, it looks okay, but it's a little sharp at the top, not quite what we want. We need a little more detail there. So to make it a little clearer, I'm just going to hit the Tab key to turn off the subdivisions for right now just so you can see what we're doing. And that's something to point out is that when you're working with subdivisions you can very easily turn them on and off.

It's not a permanent state. I'm going to take the top polygon just by clicking on it, and then I'm going to hold the Shift key and select the next one. I want to select all the way around, and rather than manually doing it, I'm going to come over to my Select dropdown to the left side of the screen and choose Select Loop. What that will do is continue my selection. But again it's important to select in order where you want to go. So I'm going to do one, two, and then Select Loop. If you only select one like that, it's not going to necessarily select the way you want.

You can see in this case it went all the way down around. So you kind of have to give it a little bit of direction. So I'll press the Question Mark/Slash key to deselect, select two in this order, and Select Loop. Just a nice quick way to work. Then what I want to do with this is bevel it. But here is a little problem. The Bevel in LightWave will turn this into a Hershey bar and that's not quite what we want. You might hurt your lip if you drink that cup of coffee. So I'm going to undo with the Ctrl+Z, and what I'm going to use under the Multiply is Multishift, and that's right here on the left.

Multishift essentially is a bevel for group polygons. But when I do it, it still looks the same. We'll press the N key for Numeric and in the Numeric panel you'll see a little section called Group Polygons. Click that and that ring of polygons now becomes one. So when you're beveling, you're beveling that entire group. So we could use bevel like that. Let's turn off the Multishift, press the Question Mark/Slash key on your keyboard to deselect, and now we've created a very nice little edge. But what happens when we hit the Tab key? It looks much better.

We've got a very nice sharp edge there without cutting your lip, and it's not all thin and pointy like it was initially. So by adding just a little bit of geometry, we've really cleaned that up. You can do the same on the inside bottom as well if you want, but I think that's looking okay. Let's go ahead and rotate and then click and hold on this top Move button to just move down, and take a look at the very bottom. I'm going to hold the Alt+Option key on the keyboard--Alt on the PC, Option on the Mac--and I'm going to select this bottom polygon, just press the regular bevel, and I am going to bevel this and then move my mouse up and down to shift out, and left and right just to inset it a bit.

Notice the bevel on the very bottom-left corner of the screen when I did that, the numbers there. Now when I hit the right-mouse button, that resets the bevel and if you look down at the very bottom-left, you'll see Bevel 0, 0 in that Information panel. That means the bevel has been reset, and I'm going to click and drag in a little bit more, and then I am going to pull my mouse down to bring that back up. I'm going to right-click one more time to reset the bevel, and then I'll left-click just to kind of pull that like that. Then I'll turn off the Bevel, click on this to deselect, and what I've done now is created a nice little bottom lip.

Now it might be a little bit too round, but that's okay. That will work for us now. It looks a lot better than it did before, and I don't think this coffee cup will topple over. So beveling polygons with subdivisions makes life a lot easier when creating the fine details that you need without a lot of extra geometry.

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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5220 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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