02-11-2006, 11:45 AM | #1 |
Registered Member
Join Date: Nov 2006
Location: norway
Posts: 7
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Right approach?
Hi everyone,
I just registered here and I had a question. Iv never done a model before (completed one at least) and I just started modeling a human body (yes I know it may be too much for a n00b) anyways, Im wondering if Iv started working on the right parts. Here's some screenies of what Iv got. BTW, Im working from backdrop pictures of Padme from SW. http://img.photobucket.com/albums/v4...lightwave1.jpg http://img.photobucket.com/albums/v4...lightwave2.jpg http://img.photobucket.com/albums/v4...lightwave3.jpg and if Iv done it ok so far, could u give me a tip on what to do next? Thanks :attn: |
03-11-2006, 02:19 AM | #2 |
Moderator
Join Date: Jan 2003
Posts: 1,702
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My best advise to you is to look at this:
http://www.3dtotal.com/ffa/tutorials...c/joanmenu.asp You'll figure out the best way to go from here even if this is a 3d Studio Max tutorial. |
03-11-2006, 03:58 AM | #3 |
Registered Member
Join Date: Nov 2006
Location: norway
Posts: 7
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Ahh ok, thanks.
So I start at the bottom and work my way up. But since Im working out of the box method, how do I expand umm.. kind of hard to explain, but lets just say I make a box and shape her foot. How do I then expand that box up to her knee, and so on? |
04-11-2006, 12:18 AM | #4 |
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Join Date: Jul 2006
Posts: 1
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Try looking at the basic head modeling video here. I think it's pretty much the same as here. I meen the techniques.
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04-11-2006, 01:25 AM | #5 |
Registered Member
Join Date: Nov 2006
Location: norway
Posts: 7
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Right,
So I start at the bottom using the box method and just bevel tool my way upwards? Ooh ok. Btw, sometimes theres an error message popping up saying I can only sub-patch polygons with 3-4 points. it still sub-patches, tho some parts (the 5 pointed polygons I asume) gets all messed up and I cant seem to fix it I go back into (non sub-patched mode?) but it all seems fine. Oh and I when I watched the tutorial on head modeling I noticed he can rotate, zoom and everything with the mouse. Whats the shortcuts for doing that? Thanks alot |
04-11-2006, 03:47 AM | #6 |
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Join Date: Jul 2006
Location: UK
Posts: 14
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Im not realy an expert in lightwave so im not sure if this is the "correct" method but you can triple (T) those polygons with 4 or more sides. This splits them up into various other polygons of only 3 sides, these should then sub patch. You havr to be carefull tho as if you have too many 5 or more sided polygons thiis still might not work; and it makes ur mesh realy messy.
The mouse move/rotate and zoom is done by holding alt and Alt Gr. Im not sure off the top of my head which does which tho. Good luck ...i still havent even attempted to do something as tricky as a person, take my advice make something non organic to begin with...they easier to model :beer: |
04-11-2006, 04:25 AM | #7 |
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Join Date: Aug 2005
Location: Orange, CA
Posts: 162
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Welcome to the SLW forum and Lightwave!!
For modeling organic subjects I prefer the box method. Start with the large, very general shapes, then build in the details. When you start in with the details, try to maintain the general shape as much as possible every step of the way. Overall shapes and dimensions can be hard to adjust when there are a lot of details. I second keelers suggestion that if this is your first model try something non-organic. Try experimenting with ctrl, alt, and shift for manipulating the views. You'll get the hang of it quick. Just learning these will save you TONS of time and clicking. For the n sided polygons. First off, which version of LW are you using? If you're using LW 9 then you can sub-patch polys with 5 or more sides using the Catmull-Clark sub-division. I personally don't like it as the poly count shoots through the roof and slows down renders, display, etc. Also, CC sub'd's, in my opinion, don't work too well for detailed areas, just for large planar areas. In general, 4 sided polys are a lot cleaner and keep your model as efficient as possible. If you're using 8.5 or earlier you can only sub-d polys with 3 or 4 sides. As for fixing a nSided poly, that depends on where it is and what the polys are like around it. If you have a particular problem post a screen shot or the object and we can try to help. Happy LW'ing!
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07-11-2006, 12:55 PM | #8 | ||||
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Join Date: Nov 2006
Location: norway
Posts: 7
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Take a look and tell me what you think of it and if you have any tips for me, Id appreciate them. http://img.photobucket.com/albums/v405/realspy/mod5.jpg http://img.photobucket.com/albums/v405/realspy/mod4.jpg http://img.photobucket.com/albums/v405/realspy/mod3.jpg http://img.photobucket.com/albums/v405/realspy/mod2.jpg http://img.photobucket.com/albums/v405/realspy/mod1.jpg I was also wondering how Im gonna start working on the legs? Theres like a million vertices in the butt region. I dont really know where to begin. New box or do I just delete all vertices of the lower side of the butt and make just one vertice that I bevel?
ALT GR also works but having the zoom at CTRL or SHIFT would be much better. How do you make CTRL pan and SHIFT zoom? You can do that without replacing default key combinations right? Oh, and could anyone post a link or tell me what rendering settings I should have for ..umm.. well.. rendering in Layout? My render looked like crap... :/ BTW Iv got v 8.5
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