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Recapping subdivisions

From: LightWave 10 Essential Training

Video: Recapping subdivisions

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.

Recapping subdivisions

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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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5213 viewers

Dan Ablan
Author

 
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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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