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Working with Polygon Bevel

From: LightWave 10 Essential Training

Video: Working with Polygon Bevel

When beveling in Modeler, you can bevel edges or you can bevel polygons. And the advantage of either depends on your model. So in this case we've got our hard-edge model of our credit card from the previous exercise, and it works okay for this, the Edge Bevel, but the problem with this is that it only creates a very simple sharp edge, and when it's something this thin it can work out just fine. I'm going to go zoom in here on this Back view and just expand this so you can see it. And I just click the top-right corner there to expand.

Working with Polygon Bevel

When beveling in Modeler, you can bevel edges or you can bevel polygons. And the advantage of either depends on your model. So in this case we've got our hard-edge model of our credit card from the previous exercise, and it works okay for this, the Edge Bevel, but the problem with this is that it only creates a very simple sharp edge, and when it's something this thin it can work out just fine. I'm going to go zoom in here on this Back view and just expand this so you can see it. And I just click the top-right corner there to expand.

So it only creates just one slight sharp edge like that. On a very thin object, it works fine. But let's say if we have something larger and you need that bevel to be a little more rounded. Okay, so let me click the top-right corner here to bring this back. Let's close this-- we don't need that one anymore. And let's create just a simple box, and I'm going to open up my Numeric by pressing N and let's turn the segments-- click and drag--to one for each X, Y, and Z axis. We don't need anything more than that.

So we've got a box here, and let's say you want to bevel up at the top of this. So what I'm going to do is work with polygons. So we're going to be in Polygon mode down to bottom. Click on the top. And if we did a normal edge bevel, you'd get just a sharp edge like I'd just shown you, but for a polygon bevel we can do a lot more. So I'm going to press the B key, and that's the Bevel tool right under the Multiply tab. And I'm going to go come close into this corner so you can see what we're doing. And I'm going to click and drag. Now, a lot of times people when click and drag they kind of like get this nonsense going with bevel, and it gets very confusing.

But I'm going to show you a little trick to help you understand how to bevel. Click with the left mouse and drag up and down, straight up and down with the mouse. That's your shift. Left and right is your inset. That's it. If I press the N key, this is one I'm doing: Shift and Inset. That's all there is to the tool, okay. Now this randomization, the plus and minus, I'll show you that momentarily. But for right now, what we want to do is just create a nice little rounded top to this. So I'm going to just kind of a combination of shift and inset, so that it just comes up just a little bit.

Now I want the bevel again, so I'm going to right-click just one time, and that resets my bevel, and then left-click continues it, because remember, the Bevel is under the Multiply tab, so whatever you do happens to whatever's selected. In this case, I'm multiplying my selected polygon with a bevel, and I'll right-click one more time to reset the bevel and start beveling again with the left mouse. And so now, if you look at that corner, it's very nice and round. I'll turn off the Bevel tool, click on the polygon, and now I've got a very nice rounded top, which then later I can smooth with shading and so on.

So the Polygon Bevel using it multiple times really works well for nice, smooth shapes. But what about that randomization I just showed you? Let me show you how to do that. Let's go to the File and hit Close All Objects. We don't to save that. We're going to select the Box tool. I'm going to drag it out like this, and in Numeric, I'm going to press N. We're going to create some more segments, so I'll create a few segments this way, and I will click and drag the mouse, and a few segments on the Z. We'll click and drag the mouse that way, something like that, and we will square it out just a little bit.

Close Numeric and turn off the tool. So now I've got this box with all these segments. And I'm just going to click, holding your shift key, just a few of these, just randomly. And one reason I'm clicking in the Shaded Perspective view is because when you click in a Wireframe view, you have to click right on the edge of a polygon to select it if it's a wireframe, and in that time when you do it, you might only be able to select two. If I specifically want one, I can click in the Shaded view. So, Shaded view let's me click directly on the model; Wireframe I have to select an edge.

So now I've got just random polygon selected like that. Under Multiply, I'll select Bevel, hit Numeric, and that activates the tool, and now interactively I can shift these. Or I can punch in an amount, such as--I don't know, 3 meters, and the reason I know 3 meters is because I look at the very bottom-left corner of the screen. See it says Grid: 500 mm? What that means is every grid you see here is 500 mm in length.

Okay, well, two of those are one meter, so I went up six grids with 3 meters, and that's the LightWave default. But let's say I need this little landscape here to look a little different. Well, I can use randomization of about 1 meter. I'll make sure I click in here and hit Return and watch what happens. Now I've just randomized that bevel by 1 meter, and I can do the same with the inset if I want or not inset at all. And I think that's the thing that happens with bevels: people always think of it as beveling your edges, making more construction-type objects, whereas you can use bevel for things like this, making an instant skyscraper.

You can make this perhaps .3, so 300 mm, just a little bit, or you can make it 2 meters and get a much greater detail. So I'll select that by clicking Bevel turn it off, and I'll press the forward slash to deselect. And there is our randomized bevel. And then you can take this a step further and maybe even go into these corners and edges and bevel them, select the tops of buildings perhaps. Shift+A to bring that to view, press the B key for bevel, and bevel this a little bit.

And what's happening there is that that is actually--I'm so tiny on the screen that it's hard to get precise--so that's where numeric will come in, do that a little more precisely. But very easy to use the Bevel tool to create all kinds of unique shapes, randomized shapes, and create even a city landscape.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5109 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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