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Using Extrude

From: LightWave 10 Essential Training

Video: Using Extrude

One of the most common tools in LightWave Modeler is the Extrusion tool. You're going to use this for all kinds of things, from buildings to text to perhaps credit cards. So let's go ahead and extrude an object to build a credit card. I'm going to go to the File menu and choose Load Object, and from the exercise file, we're going to choose the 02_02_CreditCardBegin file. This is a flat object that we're going to adjust and make into a credit card. Now, the corners are a little bit too round to be a normal credit card. It's good for maybe a business card or a plaque or sign of some sort, but let's say you wanted to change this. How would you do it? Well I want to scale down the corners.

Using Extrude

One of the most common tools in LightWave Modeler is the Extrusion tool. You're going to use this for all kinds of things, from buildings to text to perhaps credit cards. So let's go ahead and extrude an object to build a credit card. I'm going to go to the File menu and choose Load Object, and from the exercise file, we're going to choose the 02_02_CreditCardBegin file. This is a flat object that we're going to adjust and make into a credit card. Now, the corners are a little bit too round to be a normal credit card. It's good for maybe a business card or a plaque or sign of some sort, but let's say you wanted to change this. How would you do it? Well I want to scale down the corners.

So what I'm going to do is just right-mouse around these points, and I'm in Point mode down here at the very bottom of the screen. I'm going to go to Modify and then choose Size, and paying very close attention to this bottom-left quadrant down here, this bottom-left corner, I want to watch my Scale. Now look what happens. When I move my mouse, look at the scaling towards my mouse. That's not really what I want. You can also see that down at that bottom corner there it says 58%. So I want 50% scale on these. However, I don't want to move when I do it.

So I'm going to Command+Z to undo on the Mac, or Ctrl+Z on the PC, and then under modes at the very bottom of the screen, right now it's set to Mouse. What that means is when my computer mouse was centered in the screen, or wherever it was, the action was going towards the mouse, and in this case I want to it stay based on the selection. So when I choose that, Action Center set to Selection, I'm just going to click and drag, and now it stays put no matter where my mouse is. You can see that that stays in place. With my Action Center set to Mouse, that action will move towards the mouse.

So in this case we're going to move it down and scale it 50%, taking a look at the scale in the bottom-left corner. And then I'll turn off the scale with the Spacebar, press the forward slash to deselect, and then I'll do the same to these. Select the Size tool and I can scale 50%. Spacebar turns off the tool, forward slash, right mouse around those, press the Size. Now sometimes a lot of these movements become a little mundane, but unfortunately that is part of modeling, but there are a lot of little tedious things to do, but not too bad.

So I'll right-mouse around these to select, Shift+H gives us our size, and then we will scale it down 50%. Now I'm going to resave this, forward slash to deselect those, and I'm going to say File > Save Object As, and we'll call this Extrude, and this will be the one that we're going to extrude. So from the Multiply tab, we'll choose the Extrude tool. When I click and drag I literally can just extrude that up. Let's take a look at it over here in the Perspective view.

I'll click and drag my rotate. Now, look what happens. It looks like it's inside out, doesn't it? Well that is going to happen from time to time. There are two ways to fix that. I can either pull my extrusion the other way which fixes it, or if for whatever reason I needed it to stay up here like this, I can turn off the Extrusion and then press the F key, and that's going to flip the polygons. The polygons only have one side, and by selecting it you can see that the surface normal faces up. Well, when it was flipped in, that surface normal faces down.

So that's all we need to do; just press F and flip those polygons outward. So that looks pretty good, but well, it's kind of a thick credit card, and I don't have that much credit. So let's go back to Points, and then let's right-mouse all the way around just the top row of those points. To get more precise, we're going to move to center that out and then click and hold on the zoom, and we'll just zoom in with this Back view down here. Press the T key, which is the Move tool under the Translate category in the Modify tab.

Hold the Ctrl key down. That will constrain and we're just going to bring those way down. Now notice it's kind of just snapping a little bit. Let's say I don't want it to snap. I want to have little more control. Press the D key. It opens up your Display Options. Over in the Units tab, you can change Grid Snap to None, because right now it's snapping to that grid behind it to a simple 1-millimeter measurement. Now with the snapping off, look how much more precise I can move this. The snapping is good if you're doing architecture, some very precise things, and not that this isn't precise, but it just gives us a little more flexibility in its movement.

I'll turn off the Move tool by clicking right on the tool, I'll zoom back out, and let's press the Question Mark/Slash key to deselect, and now I've got this nice thin credit card with a very simple extrusion, surfaces around the edges, polygons on top and bottom, that we're ready to add a little more detail to and then eventually put some surfaces on. So last, I want to say File, and Save Object. That's all set. So the Extrusion tool can be used for simple objects like credit cards, use it for buildings. In combination with editing some points, very simply you can create a much more detailed object.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5335 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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