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Working in Modeler

From: LightWave 10 Essential Training

Video: Working in Modeler

LightWave Modeler is where you build your 3D objects. Now, when you first open up the program, you are going to be presented with an interface with four quadrants like you see here. You are also going to see a ton of tools and panels and tabs. And people tend to get overwhelmed by all of these buttons and panels and what they do, but I am going to help you demystify that and really break it down for what you are really going to need to do on a daily basis. But first, let's talk about the four quadrants. Now, these are typically set up in orthogonal views such as the Right view, the Back view, the Top view, and to explain this further, let me just load up an object.

Working in Modeler

LightWave Modeler is where you build your 3D objects. Now, when you first open up the program, you are going to be presented with an interface with four quadrants like you see here. You are also going to see a ton of tools and panels and tabs. And people tend to get overwhelmed by all of these buttons and panels and what they do, but I am going to help you demystify that and really break it down for what you are really going to need to do on a daily basis. But first, let's talk about the four quadrants. Now, these are typically set up in orthogonal views such as the Right view, the Back view, the Top view, and to explain this further, let me just load up an object.

Over here under the Create tab, there is Primitives. If you click the More dropdown, you can load up a couple of different primitives here such as Gear, Wedge, a torus, a capsule. Let's just load up the capsule, and I am going to click and drag and draw this out. I am going to explain how to build all of these tools in a little, but first, with this object, I am going to hold the Alt or Option key and click and drag, and now you can see I have got an object and you can see it in all three views. So you are not going to work with four different objects. You are working with one object and have four views of it.

This view by default is set to Perspective. We can change this to a top view if you would like, which matches the one on the left. However, this one is set to Wireframe, so we can change this to a Smooth Shaded view and it now matches. This one then could be a Sketch view or Wireframe, a Color Wireframe, and so on. But I'm going to go back to the typical Smooth Shade and Perspective, and we will change this back to Top and Wireframe. In using these views, a lot of times you might feel the need to change them, and if you do, how do you know which view looks down which axis? Well, if you look at the right side of each one of these, it says Right and then ZY.

What that means is the Z and the Y are the axes that you can control. And if you look very closely, right here on the left you can see Z and here is the Y. This means you are looking down the X axis. That's what's not included there, and you have control over the Z and the Y axis. In the back view, you are actually looking towards the back of an object. Or better, towards the back of a scene because when you get to Layout, you are going to be in a 3D environment like a 3D scene, you will be looking towards the back of your scene. So that's why that says Back view.

It comes from old video production days and this was set up around those production values. So you are not really looking at the back of an object; you are looking towards the back of the scene. So you've got to keep that in mind. This view XY means we are looking down the Z axis, and we can control our model on the X and on the Y. And by the same token, we can do it with the Top. X and Z means those are the axes we have control over. I will just press the T key, which is a Transform tool. It's also under the Modify tab. And I can move this on the Z or on the X.

So pretty simple. In the top-right, I can click and move. Now, a lot of people want to click this and then kind of click like this, and what you are doing is moving the model. Instead, you want to click, hold your mouse, and move. Click and hold your mouse onto Zoom and you can zoom. But notice there is no rotation. That's because we're working only on the X and the Z. Over in the Perspective view, however, we can click and hold on the rotation and rotate the view around. So, pretty easy to navigate.

Lastly, you can click and expand by clicking either one of these top corners here, and then you can zoom in. So now you have got a big full 3D view. So if you have got a nice big monitor, it's very easy to control and manipulate your model in a nice 3D view. And of course to get back, just click that again. And to fit your model to view--this is a keyboard command we are going to use quite a bit--press the A key for Fit All. That's under the View tab, by the way, if you need it, over here on the left, Fit All. A few last things you should know: down at the bottom are Points, Edges, and Polygons, and we are going to talk about that in a little bit, and these are the elements that make up your 3D model.

There's also Symmetry, so you can work on two axes at one time. By controlling one axis, the other axis will mirror. Different modes which we are going to use throughout the course, this is how your mouse is controlled between Origin, Pivot, and Selection. And then you've got Sub Division Types; a Numeric panel, which will pop up as we are building our models to be more specific; a Statistics panel, and this is quite useful for getting into specific numbers of polygons, points, or edges, and we'll use that throughout the course; an Info panel and this is really geared towards point information; a Surface, this is when we are going to generate a surface for our model and we will call that back up; and finally, our Make button for creating polygons.

These buttons down here, the weight, texture, morph, create a vertex map, and a selection set are more advanced specific controls and as we get a little more further into advanced modeling, we are going to use these. These all relate to different elements that are going to be controlled in LightWave Layout. Lastly, I want to show you up here all of these tabs. If you take a look as I click through each one of these, these seven buttons all stay the same. Those are always the same no matter which tab I am in. What does change, however, is the categories beneath.

And for the majority of projects you are going to do, you are going to work within the Create tab. You are going to modify what you have created. You are going to multiply what you have created, sometimes, and you are going to construct what you have created. Very rarely will you get too much into the Detail, Map, Setup, Utilities. These are commands that you use infrequently. The majority of controls are up here. These categories are set up for you to just work your way through, so you're going to create a model with primitives.

You can create text models. You can build points. You can create polygons or build curves. You can modify those by dragging them and moving them. You can rotate them and transform them, sizing and stretch. You can multiply them, so you can build a curve for instance, and then you can lathe it, which is this tool right here. It's also known as a rail extrusion. You can also do smooth shifts. Sometimes Lathe I believe in other programs it's a loft. You can duplicate with mirroring.

So it's very simple to work your way through. You just need to think about what you're doing and work through it one step at a time. So LightWave Modeler allows you to create models, edit models. Very easy to access the interface from different angles and different shading views, make your modeling quite easy.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5396 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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