02-12-2003, 03:14 PM | #1 |
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Tips from the Pros Please
Hi there guys, well i just wanted to hear what you have to say about the great modeller and also i have a question.
The Q: Someone showed me max some time ago... One thing i liked from it was the loft tool. Really nice and the ability to simply change the values and get different results. Can this be replicated in Lightwave. I have my own views about this, just wanted a proper answer. The other stuff: There are lots of useful tools there to do modelling. I am attracted to organic modelling. I like NURBs Modelling style so i know how important it is to stay away from 3 point triangles,,, hehe learnt that the hard way. So What are the things i should concerntrate on. 4point tri or ???? Any sugesstions. Just a holler to get different views. |
02-12-2003, 05:51 PM | #2 |
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If you can master the technique, spline/sub patch based modelling is probably the closest you'll get in Lightwave to real Nurbs. Check out Philips McLaren tutorials here on the site for the real skinny.
The general consensus though amongst most modellers is to try and keep your model with as many four point polys as possible (as opposed to polys of other dimension). This way, you should be able to subpatch/subdivide/freeze with minimal distortion of the surface. Of course this doesn't hold true for all situations, but for the vast majority. |
03-12-2003, 04:45 AM | #3 |
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Thanks mark.
How about if we want the model to look thicker? How do we do this? |
03-12-2003, 07:44 AM | #4 |
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Mark is right. And I am in the middle of the McLaren tute and have learned a ton about subpatching.
What do you mean by thicker? If you are subpatched, you need to keep vertices away from each other (generally). Or use a weight map and relax points. Could you clarify? |
04-12-2003, 02:21 PM | #5 |
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Hmm, what i ment was that when you model in subpatch, things tend to look thin, well not all the time but some of the time. So how to adjust it so that it looks thicker?
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04-12-2003, 06:17 PM | #6 |
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If you're referring to the fact that when you move a subD surface through 180 degrees, that it seems to stretch the edge out, then you need to add some further geometry down the edge to lend some weight to it (or alternatively increase the subpatch weight of the points along that edge) for example:
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26-12-2003, 09:04 AM | #7 |
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can u help me,can lightwave export the objeks to 3ds format.
can u tell me how to the export that objeks. |
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