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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.
I want to go ahead and recap everything we've learned about subdivisions, and we're going to do that by building one more part to this cup. We're going to click over to layer 2, and then I'm going to click beneath the slash to make our foreground empty and our background visible, and you can determine that by the black outline. Whenever you see black outline like that that means that object is in the background layer. And what we're going to do now is come over to Create tab, select a disc, I'm going to hold the Ctrl key, and in the Top view, I'm going to draw out a cap that's just slightly larger than the cup itself.
This is why it's important to look at in the Top view. If you look at it in the Back view, you're going to think it's too large. But don't forget, it's going to be placed up here at the very top. I'm going to turn off the Disc tool, and I'm going to press F2 to center--and that works the same on both Mac and PC. Again, if you're on a Mac and you've not set up those keyboards in your preferences, you hold the Function key and then press F2. Then I'll press the T key for move, and holding the Ctrl key down, I can click and drag this up. So, that perfectly centered it, and you can see it encompasses the top of the cup quite well.
Let's click and hold the Move tool here for the Viewport, and we'll rotate around. What we're going to do is just use the same techniques from beveling to working with edges all the way through creating the fine little details to create the cap for this cup. Actually, you know what? I am going to pull this down just a little bit, because it's going to overlay just a little. Now we're going to turn off the Move tool. Select this top polygon. To do that, we need to go to Polygon mode at the very bottom of the screen. It tells Modeler we want to work with polygons. Click on the cap.
We're going to go to Multiply and choose Bevel, and then I'm very simply going to drag up a little bit--and I'm going to zoom in, so you can see this little closer. Then I'm going to right-click to reset the bevel, and then we're going to inset it slightly, right-click to reset the bevel again, and we're going to come back out. Just like that. Right-click the bevel again, and we'll come up. Right-click once more and we'll slide that in by just moving our mouse to the left.
Right-click again. That resets the bevel. We're going to pull this up. Let me think, about there it's good, and then right-click once more. We'll pull that in with left movement on the mouse. We'll right-click once more and we'll pull this down. Okay. Click the Bevel to turn it off, then deselect that cap. Press the Tab key, and you create that very nice-looking smooth cap. But it's a little soft. It almost looks like it was melted. So let's add a little more detail, and we are going to do that with bevels.
Select the top polygon, press the Bevel tool again, and then click, and you could see how much sharper that looks, and I can pull that it in. But if I want to add even little more detail, what I can do is come over here to the Modify tab, choose Rotate, and making sure that my mode Action Center is set to Mouse-- that means I can rotate from my mouse position-- I can come over here to the very left side of that selected polygon, I can click and drag, and then rotate that down. And what that will allow me to do is create a little spout where the coffee can be sipped.
Then I can press the T key, or just select Move, hold the Ctrl key to constrain my movement, and I can move that up slightly. Then I'll turn off the Move tool and click right on that. That way, instead of it just being a flat inset, it actually has a little bit of an angle to it. We can cut a hole in there or just put an image map on of a little spout. That'll add a little more detail in this area. That way we can work with edges. So to make it a little clearer, I'm going to press the D key, and I'm going to turn off Show Cages, and that just shows a representation of where the original polygons were.
It doesn't change the object at all. Then I'm going to go to Edge mode at the very bottom of the screen. From Smooth Shade, I'm going to change that to Textured Wire. That way I can see my wireframe. I am going to select two edges, and I'll hold the Ctrl key and click on any edges I don't need. I just want two in order, because that will allow Modeler to extend with a select loop, just like that. Again, if you press the Question Mark/Slash key to deselect and you select only one edge, Modeler doesn't know which way that loop goes, So you can go ahead and say Select Loop, and in this case it does.
If you do it on a polygon, it might go the lengthwise. So it's always a good idea to do two in order to tell the system which way you want to go. Then I'm going to go to Multiply > Edge Bevel, and then click and drag, and we can tighten up that edge just by beveling it. Turn off the Edge Bevel and Question Mark/Slash key to deselect, and now we've added even more detail. You can do the same with this very bottom edge right here, making sure we're in Edge mode.
That's the advantage of working with your Spacebar is that while it turns off your tool, it also cycles through your Point, Edges, and Polygon mode, so, something to be conscious of. So I'll select two edges right here, Select Loop, and then we'll do an edge bevel, and we'll just pull that in like that, and it makes a very tight little edge. The tighter these edges, the more detail you can have. So press the forward slash to deselect.
Let's look at this as a Smooth Shade again, and now I've got a much tighter edge right there as well as on the top of this fold. If you want to bevel the polygons, you can do that. Sharpen up the top, just the way we did with the top of the cup itself. Go to Polygon mode, select two polygons in that order, Select Loop, select Multishift. And Multishift, if you press N, it allows you to group polygons, and then we'll click and drag.
Click Numeric to turn it off, turn off Multishift, and then forward slash to deselect, and now you've got that sharp edge at the top of the cup. So all the same principles we used to build the entire cup you can do to build the cap. If I hold the Shift key and select that front layer, you now have the top part of the coffee cup built as well as the bottom, all with the exact same tools. So subdivisions with bevels, edges, and extrusions all can create a very nice unique shape that's very uniform and clean.
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