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Old 21-01-2004, 12:27 AM   #1
dpaultaylor
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Join Date: Jan 2004
Posts: 1
Default Modelling a Wellington Boot

Hi,

Just got my copy of lightwave 7.5 today (yes another newbie). I was wondering what method to use to model a Wellington Boot (it's our company logo). The boot is smooth and has little detail until you get to the rubber sole/tread. I've thought about splines and skinning for the smooth part or should I use Sub D's ????

I'm working my way through the manuals and some tutorials currently and finding it tough but rewarding. Any help would be appreciated.

Thanks
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Old 22-01-2004, 12:29 AM   #2
Fardak
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Join Date: Jun 2003
Location: Postville, Iowa
Posts: 2
Default

I'm no expert, I'm relatively new myself but subpatches should work. I am assuming that Wellington is a type
of boot. Here is the basic idea:
Start out with a flat box, push the points around in the top view until you get the shape you want for the sole. Extrude to give it thickness. Smooth shift (shift-f) the top polys with 0 offset by right clicking without moving the mouse. Then move (t) new polys (they are already selected) up.

Keep doing that combined with using stretch (h) and size (Shift-h) from the top view to create the grooves where the upper meets the sole. Do the same with the polys in the back for the part which goes up the leg, then move the polys back in to to the neck to create the actual hollow space.

Remember when sizing you can change the action center to selection to get a even effect and you can work in subpatch mode to get realtime feedback.

Hope this helps a bit and is not just confusing you. Happy Modeling!!

Fardak
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