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LightWave 10 Essential Training
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Creating a basic model


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LightWave 10 Essential Training

with Dan Ablan

Video: Creating a basic model

Modeling with subdivisions is a lot easier than you might think. You can start out with a very primitive, simple shape and extend it to something more complex, especially when you have subdivisions to work with. So we're going to start out with a disc. I'm going to hold the Ctrl key and drag out in the Top view. Now we don't need to add any more segments to this. If I press the N key for the numerics, normally if you're going to build the disc for something, you'd probably double the side at least. If it's going to be extended, you would add some segments to it, but because we're going to be using subdivision surfaces to add to this geometry, this basic, simple shape is all that we need.
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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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LightWave 10 Essential Training
7h 9m Beginner Mar 21, 2011

Viewers: in countries Watching now:

In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.

Topics include:
  • Understanding and navigating 3D space
  • Configuring menu and keyboard settings
  • Molding basic geometric shapes
  • Creating detail using subdivisions
  • Casting reflections and creating surface textures
  • Building and lighting a 3D scene
  • Incorporating and animating cameras
  • Simulating collisions using dynamics
  • Determining the proper anti-aliasing filter for renders
  • Rendering a project as movie files and image sequences
  • Exporting a full scene
Subject:
3D + Animation
Software:
LightWave
Author:
Dan Ablan

Creating a basic model

Modeling with subdivisions is a lot easier than you might think. You can start out with a very primitive, simple shape and extend it to something more complex, especially when you have subdivisions to work with. So we're going to start out with a disc. I'm going to hold the Ctrl key and drag out in the Top view. Now we don't need to add any more segments to this. If I press the N key for the numerics, normally if you're going to build the disc for something, you'd probably double the side at least. If it's going to be extended, you would add some segments to it, but because we're going to be using subdivision surfaces to add to this geometry, this basic, simple shape is all that we need.

But before I turn off the tool, I'm going to just extend this up at the bottom just a little bit by clicking and dragging right in the center of it, and then I'm going to click on the Disc tool itself just to turn it off. All right, so we've got a very simple, little disc, and what we're going to do is build a nice coffee cup. Let's just move our screen a little bit, and I'm going to pull this down because we're going to work in the Back view down here in this bottom-left corner. What I want to do now is select this top polygon, and I'm going to press the B key which is the Bevel tool, also found under the Multiply tab.

And I am going to click and drag. Now, if I drag my mouse up and down, I shift it. If I go left and right, I inset. So all we want to do is just come up about yea big. We don't need to do a super-size cup, but a medium size is good. Now I want to bevel again, so I'm just going to right-click one time, and that resets the bevel. Now you won't see anything happen, and that's okay. Then just click the left mouse and you'll see that that that bevel continues. And all we're going to do is come in just to create that lip.

We're going to right-click one more. Time that resets the bevel. And if you look at the very bottom-left corner of the screen, look at Bevel, it says in the Information panel 0, 0. That's how you can tell if the bevel has been reset. And with the left mouse, I'm just going to drag this back down. All right, now I am going to turn off the bevel and I'm going to click right on this polygon to deselect it. I'm going to expand my Perspective view by clicking in the top-right corner here and zoom in so you can see this nice and big.

So, it looks like you've got cup from 1985. Well, hit the Tab key and suddenly it smoothes out and looks a lot better because of subdivisions. Now this cage that you see around here represents the polygons, and you can see pretty much our initial shape before the Tab key. If you don't see that, press the O key-- not the zero key, but the O, next to the P key--and get your General Options tab. You'll see subdivisions set to 4, and that's about what you want. We are not using Catmull-Clark at this point.

We're just using subpatches. Then cancel that, press the D key, and then in here, in the Layout tab, make sure Show Cages is on, and let me move to the side. You can see what happens. That shows the cage, so if you can't see it, it is just the display option that may be on or off, and feel free to turn that on or off if it starts to get in the away for you. It doesn't necessarily need to be on. You can show guides as well, and that shows which way the polygons are working for you, but not really too much of an issue right now for this project.

So we've got initial cup but look at the inside. It looks kind of funny, doesn't it? Well, we need a little more geometry for that subdivision to sharpen out for us, so just click right in the center there. And we're working in Polygon mode down here at the very bottom of the screen. Select the Bevel tool again, press the B key or click right on it, and just click just bevel. That's it. You don't even have to drag, just click right on it. And what it does is adds more geometry to that bottom-inside polygon. Turn off the Bevel tool by clicking on it, then click on the polygon to deselect it, and then I'm going to click the top-right corner here to bring my view back to the quad view.

And if I go to the bottom, and I'll press the Tab key to turn off the subdivisions, what I've done is added an extra bit of geometry right at that inside bottom, so the subdivision now instead of subdividing all the way around and smoothing this out, it stops at that one edge and then subdivides again, helping us create that nice edge. So, very simple to do with a complex-looking object. Now, you're not saying it is complex yet, but it will be. So the subdivisions allow you to take a very simple object like a sphere or disc and build it into something much more complex and detailed.

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