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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.
After you've made a model in LightWave Modeler, sometimes you need to edit it, and that's very easy to do. Let me show you. If you load the file called 02_05_ EditPolyBegin, this is a little beveled skyscraper scene, quite easy. And let's say you need to create some windows in here and add a little more detail, but you only need them at a certain point, perhaps the top. So what I'm going to do is use the Knife tool. This is a way we can actually slice the object. So all you need to do is come under the Multiply tab right at the top, and down at the bottom under Subdivide you are going to see Knife.
Select that and literally drag across your model just like that and you end up slicing it, and what that allows you to do is very easily select just those top polygons. If I didn't have that slice, what would happen? Let me just undo and I'll show you, okay. I want to do that slice. Well, what happen is that the whole thing gets selected, and I only want the top selected. So by slicing across it you actually create an additional segment, and that allows you to select just that area.
I can bring that forward with the Shift+A command, fit all. With this top part, I can bevel this if I wanted, do some crazy things like that, I can extrude it some more, or maybe perhaps create some windows. So what I'm going to do is take just this front polygon and I'm going to subdivide it a little bit. I'm going to press Shift+D, which is Subdivide Polygons, and with this panel I can subdivide based on a flat object which is faceted. If it were more round, I would choose Smooth. Or if it was more organic, I could choose Metaform.
But we're flat, so we're going to choose Faceted and the Fractal, the randomization we don't need, and we'll subdivide that. So now we've actually got four polygons just for that one selection. And guess what? I can do it again. Shift+D, click OK, and now we've subdivided again. With that subdivision now selected, I can press the Bevel tool and I can Bevel these, but my Randomization is still on from an earlier project. So I'll press N for Numeric. Let's turn that Randomization off by pressing 0, and then let's just shift these just a little bit, and then let's inset them just a little bit.
Now, I've created little windows in there. I can right-click to reset my Bevel. You'll see that zeroes that out. And then I can simply just perhaps choose inset a little bit more, and then right- click one more time to reset my bevel, and then I'll shift a negative value to pull those back in, and then I can turn off the Bevel tool by clicking right on it, and I'll press the Question Mark/Slash key to deselect, and what I've done just by subdividing is created just some little window boxes.
Now, this certainly could be anything else. It could be grates on an air conditioner vent. It could be a vent on the side of a piece of electronics. But by beveling just the selected polygon, you very easily can edit it and create whatever you want. Editing polygons is relatively easy. You can come into the Construct tab. You can reduce points or reduce polygons if you have too many. We're going to use the Booleans in an upcoming project to cut holes in your polygons. So you don't have to have everything set initially when you model it.
It's very easy to go back and edit a polygon after you've created it.
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