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Identifying the elements of a 3D model

From: LightWave 10 Essential Training

Video: Identifying the elements of a 3D model

So when we talk about a model, you are probably wondering, what actually is a model? Well, let me show you. If you come over to the Create tab, under the Primitives category you have got a Box, a Ball, a Disc, and a Cone. It's very simple primitive objects. Under the More dropdown there is Capsule tool as well as some other solids that you can work with. Let's choose the torus, also called Toroid, and what happens as you get this nice little numeric panel that comes up and you can choose the number of sections, number of sides, the radius of this torus, start angle, end angle.

Identifying the elements of a 3D model

So when we talk about a model, you are probably wondering, what actually is a model? Well, let me show you. If you come over to the Create tab, under the Primitives category you have got a Box, a Ball, a Disc, and a Cone. It's very simple primitive objects. Under the More dropdown there is Capsule tool as well as some other solids that you can work with. Let's choose the torus, also called Toroid, and what happens as you get this nice little numeric panel that comes up and you can choose the number of sections, number of sides, the radius of this torus, start angle, end angle.

So we are pretty much going to keep this as its default full 360-degree rotation so that it looks like that. Not something too useful, but it will work for our example here. If you're building this more for a real project, you would want to add more segments and more sections to it so that it has more detail. These days with the power of computers you don't need to have simple primitives like this. In years past you had to in order for your system to keep up, but these days you can actually do a very nice detail object. But if you take a look at this wireframe, you will see that there is number of lines as well as points.

Now let me expand this by clicking the top-right corner here of the top quadrant. That expands that to a single view, and then I will click and drag on my Zoom tool just to zoom in a bit. So you can see here that there's a point in between each of these lines and then lines connecting each one of those. But what those are, there are points, also known as vertex. These vertices connect in between each one of these lines to create a polygon. So four points have edges between them, and I will jump to Edge mode here just by clicking at the bottom and then selecting my edges.

Each of those together makes up polygons, and I am going to expand my view back to a quad view, and a polygon is what you end up with. And I will do Shift+A on the keyboard to bring that selection to view. Also, you can go to the View tab and Fit All and Fit Selected. So what we normally do is a, Fits All. Fits Selected brings what's selected into view. So points make up polygons, and as I mentioned earlier, it's kind of like connect the dots.

What happens though, if you take out one of these? So if I have this polygon selected and perhaps I go to Edit > Cut, you get a hole. It's just removed. But notice that's there is nothing inside there. The reason for that is that polygons are one sided, and if you take a look, well how do you know that that's really facing the right way? Sometimes a polygon might not be deleted. It might just be facing the wrong way. That can happen from time to time when you're importing models, connecting parts of models with other points and edges.

For instance, I am going to rotate around here so you can see. We will hold Alt, Option key, Alt on the PC, Option on the Mac. Select one of these and if you press the F key for flip, it flips the polygon. So while it looks the same as this polygon being removed, it's really not. It's actually just flipped inside. So, how can you tell? Well you can do that by showing the surface normal. So if you press the D key, you will get your Display Options, and there are a number of different panels in here, but in this very first tab called the Layout tab, you can turn on Show Normals. And when I do that--I will just close this panel here-- you can see a little dotted line come out from the polygon and that shows which way the polygon is facing.

So if you take a look in this Top view here, you can see that it's facing inward. There actually is a polygon there. So knowing that, I can press F to flip it out the other way. So that's something to keep in mind just when you're working with these polygons, to know which way your surface normal is facing. Now if you had a model that had a hole in it for some reason, you accidentally deleted it a polygon, how would you reconnect that? Well I am going to press the right corner here and expand this view. I am going to work in Point mode, so I will select Points at the very bottom of the screen, and that allows me to select points.

Notice that I still have points selected over here from earlier when I was just talking about them. I am going to press the Question Mark/Slash key on the keyboard to deselect those, hold the Alt+Option key to rotate around and then with the Point mode on, I am literally going to hold my mouse down and run across these points. Now something has happened here other than selecting four points I have selected five. I can tell that because number one, I can just see it right there. But down here at the bottom-left, look how it says Sel. That means selection. It says 5.

Five what? Five points. That's what I have selected. So by holding the Ctrl key, and clicking on the point I don't need, I can deselect that. Now that I have got the four points selected, I can make a polygon by pressing P for polygon, and now I have reconnected. I will expand back to a quad view, come out, and my object is whole again. So just a simple explanation of how these elements are built, whether it's something you're going to build on your own or whether it's a primitive you views from the included shapes.

Either way, points, edges, and polygons are what make up your model and what you are going to be using in our upcoming videos.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5395 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  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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