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LightWave 10 Essential Training

Editing polygons


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LightWave 10 Essential Training

with Dan Ablan

Video: Editing polygons

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.
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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

Editing polygons

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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