Save this text you’ve created, as we use it in an upcoming example on using one layer of your object to modify another.. With the edge points still selected,click on the Extender Plus to
Trang 14 Center your text again (see step 1).
5 Select Multiply | Extend | Extrude
to activate the Extrude tool
6 With the Extrude tool active, click and
drag in a line along the +Z axis on
either a Right or Top viewport
(basi-cally, anything that isn’t Perspective or
where you’re looking at the letters
head-on will do) The more you drag,
the more the text will be extruded
7 Press <Return> to accept the effects
of the Extrude tool (see Figure 3-66)
Save this text you’ve created, as we use it
in an upcoming example on using one layer
of your object to modify another
Note
Depending on which direction the surface normals of your polys to be extruded are facing, dragging one way will create the new geometry with their normals facing
“out” (which is what you want most often)
or “in” (which means you’re seeing
“through” the outer surface of the object, seeing only the “insides,” which can be cool for faking the effect of volumetric lighting).
Figure 3-65: Looking more like a logo We’re just about there!
Figure 3-64
Trang 2Extender Plus
ex•tend v 1 To spread or stretch forth.
6a To cause to be of greater area or
vol-ume (Merriam-Webster Online Dictionary)
What Extrude is to polygons, Extender is to
points Specifically, it expands the geometry
around the selected points
Let’s use Extender Plus to make a
sim-ple bowl
1 Activate the Ball tool and drag out a
circle in the Top view The exact size
doesn’t really matter Now, holding the
<Ctrl> key (or the middle mouse
but-example, I’ve increased the number ofsides and segments to provide a very
smooth surface Now hit <F2> to
cen-ter the ball
2 Using your right mouse button, dragout a lasso selection around the top half
of the sphere including the band ofpolys just below the center
3 Press the <Delete> key to remove
these polygons This leaves us with anice simple bowl shape As you cansee, however, the bowl has no interior.We’ll use the Extender Plus tool to
Figure 3-66
Trang 34 Select a couple of points along the open
edge of the bowl, then activate the
Select Loop tool With all of the points
along the edge selected, go to the
Mul-tiply | Extend menu and select
Extender Plus.
Looking at your geometry, it will
appear as if nothing has happened On
the contrary, Extender Plus has
actu-ally expanded the edge of the ball The
only problem is that this new edge lies
directly on top of the old one
There-fore, in order to see the effect of the
Extender Plus tool, we must modify
the new geometry by moving, rotating,
or sizing it
5 Select the Modify | Transform | Size
tool and scale the selection in slightly.You’ll see the lip of the bowl “magi-cally” appear
Note
If your selection does not scale inward evenly, make sure the Modes button at the bottom of the interface is set to Action Cen- ter: Selection.
Figure 3-68
Figure 3-67: Deleting the top half of the ball leaves us with a generic bowl shape.
Trang 46 With the edge points still selected,
click on the Extender Plus tool again.
Then activate the Move tool Holding
the <Ctrl> key down (or using the
middle mouse button), drag down
slightly to form the initial inside edge
of the bowl
7 Click on the Extender Plus tool again,
followed by the Move tool Move the
new edge down slightly Then use the
Size tool to shrink the selection so that
the points are inside the bowl Repeat
this process again, moving the pointsand sizing them so that they’re notpoking through the outside polys of thebowl Continue this process severalmore times until you’ve reached thebottom of the bowl
8 Finally, click on Extender Plus once more Click on the Weld Average tool from the Detail | Points menu This
will weld all of the points together attheir averaged center
Figure 3-70: The final bowl with a smooth surface.
Figure 3-69
Trang 5Booleans and Solid Drilling
Bool·e·an adj Of or pertaining to an
algebraic combinatorial system treating
variables, such as propositions and
com-puter logic elements, through the operators
AND, OR, NOT, IF, THEN, and EXCEPT
[After George Boole (1815-1864).] (The
American Heritage Dictionary)
With Booleans and solid drilling, you can
use parts of your object to “carve out”
spaces in other parts of your object This is
powerful computing, and you’ve got to
make sure your prep work for these kinds
of operations leaves LightWave with as
clean a start as possible (Non-planar polys
are a surefire way to generate errors.) But
when you’re thinking ahead and planning
your modeling tasks as if you were playing
a strategy game or solving a puzzle, these
tools can be incredible allies
Hot Key Block
Booleans and Solid Drilling
<B> Boolean
<C> Solid Drill
<m> Merge Points
In a nutshell, with both Booleans and solid
drilling, you’re using an object in a
back-ground layer to modify an object in a
foreground layer The following exercises
show how to use these tools
Let’s start with the objects shown in
Figure 3-71 — a white cube on Layer 3 and
an orange sphere on Layer 4
1 To use the sphere to “carve out” a
sec-tion of the cube, we put the sphere into
the background layer and leave the
be subtracting the volume of the object
in the background layer, we choose
Subtract and click OK (see Figure
3-74)
Figure 3-71
Figure 3-72
Trang 6Showing only the foreground layer after the
Boolean operation, we see the “bite” taken
out of the cube by the volume of the sphere
Notice how the sphere’s orange surface is now
the color for the “bitten” polys!
With Solid Drill, you don’t “carve out”
bits of an object like you do with Booleans
You should notice that the plane to be ciled in Figure 3-76 has five width segments and three height segments This is because the text I wish to stencil has 2,876 points on its face polygons Trying to stencil this would
sten-be asking LightWave to try to have many more than its maximum number of points per poly in the resultant white plane that bound the letter shapes.
I’ve helped LightWave by breaking this plane up into segments, so the maximum point-per-poly limit won’t be pushed by any one poly (After the Solid Drill operation, using the information window for all polys, I was told that the largest number of points any poly had was 428.)
Figure 3-74
Note
When you do a Boolean operation, the
points of the “bitten” polys aren’t “stitched”
directly to the points of the original object
— this gives a nice, sharp edge when both
surfaces have Smoothing active This can
cause a problem if you do a lot of selecting
with the Select Connected tool because the
two pieces aren’t really connected; they’re
only laying exactly on top of each other,
which isn’t the same thing.
•Automatic “fuses” multiple points into
one point only if the points are laying
exactly in the same space, with not even a
micrometer difference between their exact
position This is what you use to fuse the pieces after a Boolean operation.
•Fixed lets you decree “all points that are
within ‘X’ mm of each other shall now become one,” and so forth.
After you’ve merged points, especially if you’ve just merged with the Fixed option, it’s
a good idea to peruse the Point and Polygon
Trang 7Like with Booleans, the object in the
back-ground layer is the “cutter,” and the object
in the foreground layer is the object to be
cut The “cutter” must pass through the
“cuttee.”
1 I want to use the text to stencil a new
surface into the white plane, so I
choose Solid Drill, which brings up
the Solid Drill window and activates
the Surface box where I can type in a
new surface name or select an existing
one from the pop-up menu
Note
If you don’t see the effect of the Solid Drill function, make sure that you are viewing the object in one of the wireframe display types (such as Textured Wireframe) If your drilled surface is the same as the object it’s drilled into, it won’t be visible in Smooth Shaded or Textured view types.
Note
•Core leaves just the polys of the
fore-ground layer in the shape of where the two
objects intersect.
•Tunnel “cuts a hole” in the polys of the
foreground layer with the shape of the object
in the background.
•Stencil cuts the polys of the foreground
layer and assigns a new surface to them.
•Slice cuts just the polys of the foreground
layer, leaving them with their original surfacing.
Figure 3-76
Figure 3-77
Trang 82 The Construct | Combine | Solid
Drill operation leaves me with the text
that was in the background layer
“sten-ciled” onto the plane (Unlike a Boolean
operation, all these polys are connected
— there is no need to merge points.)
Before we move on to beveling and
smooth-shifting, there is one more cool
thing I want to show you how to do with
Booleans
With the Bend tool, we got our text to
bend around the Z axis But if we had also
wanted our text to bend around the Y
and/or X axes, Bend would have made allour letters non-planar, which Triple may ormay not have been able to make sense out
of (because a poly in the shape of a letter is
so very complex)
However, if we want our flying logo tolook even cooler than it already does, wecan use one of the Boolean operations toadd some curve to our text (Light scatters
so much better off a subtle curve than itdoes off a flat plane This is part of knowinghow to make something look professional.)
Figure 3-78
Trang 91 To do this we need a bit more depth in
our letters as we work (see Figure
3-79) So, dragging using the right
mouse button (<Command> +
mouse-button on a Mac with a
one-button mouse) will let you lasso
the polys you want selected Grab the
rear polys of your text and move them
back a bit to give us some room
2 Next, as in Figure 3-80, bring up anempty foreground layer, and put yourtext into the background as a reference
as you create a highly tesselatedsphere, the surface of which will repre-sent the curve of our text’s new face
Figure 3-79
Figure 3-80
Trang 103 With our text in the foreground layer
and the sphere in the background,
acti-vate Boolean again, but this time
choose Intersect The end result will
create an object that consists of only
the area where the two volumes are
“inside” one another
The letter faces now catch the light in a
much more interesting way than they did
when they were all flat, even, and ever so
slightly boring There are exactly no
non-planar polygons (After doing the Boolean,the points of the back of the logo weremoved forward to a place where theylooked good.)
Save what you’ve got here We’re going
to do some cool things with it in futurechapters
Figure 3-81
Figure 3-82: The finished Boolean operation.
Trang 11Bevel and Smooth Shift
Bevel and Smooth Shift are two of the most
frequently used modeling tools They do
almost the same thing, except Bevel affects
every polygon individually, while Smooth
Shift treats all contiguous selections as a
single unit.
Hot Key Block
Bevel and Smooth Shift
and dragging left
makes the polyssmaller
Note
Figure 3-83
If you wanted to have all the letters the same thickness and not get thicker toward the center of the logo, as is the case in Figure 3-82, you could jump back to where things were at Figure 3-81 Instead
of doing a Boolean, do a Solid Drill | Core, then Extrude the
results, and resurface the sides of the letters to their original surface You’d then have something like Figure 3-83.
Figure 3-84
Trang 12With four of the sphere’s polys selected,
Multiply | Extend | Smooth Shift
pushes and/or pulls the polys, but Smooth
Shift treats them as a single unit Drag left
Edge Bevel and Super Shift
The last two modeling tools we’ll look at
are Edge Bevel and Super Shift As you
might have guessed, these are variations of
the Bevel and Smooth Shift tools
men-tioned above
Edge Bevel is useful anytime you need
to create geometry between two or more
adjacent polygons When we talk aboutedges in this case, we’re referring to morethan just the geometry along the perimeter
of your object Edges occur at the aries of every single polygon
bound-Figure 3-85
to “suck them into” their originating
vol-ume; drag right to “push” them out, away
from their original volume
Trang 13By edge beveling the top of this box, we
create the same basic effect as if we had
used the traditional Bevel tool However, if
we select the edge around the center of the
box, we can “open” it to create an additional
band of polygons Dragging to the right
Super Shift is a handy alternative to the
tra-ditional Smooth Shift tool While Smooth
Shift allows you to push and scale groups of
polygons, it does not give you independent
control over either process Super Shift,
however, does, thus enabling you to
per-form a “group bevel” on your polygons In
addition, Super Shift automatically
gener-ates polygons with zero offset and a
Maximum Smoothing Angle of zero simply
by activating the tool (While the benefits of
that may not make sense now, they will
later when we talk about sub-patch
modeling.) For now, let’s take a quick look
at the differences between Smooth Shiftand Super Shift
When pushing these polys out of the ballusing Smooth Shift, Modeler looks at eachindividual polygon’s normal to determinehow it should move and scale the entiregroup Super Shift, on the other hand, aver-ages the group’s normals What that means
in practice is that Super Shift won’t “puffup” the polys on a curved surface as itpushes them out
Figure 3-87
makes the bevel larger, while dragging tothe left makes it smaller Edge Bevel isparticularly helpful when working on char-acters, where beveled edges can be used tocreate wrinkles in the character’s skin
Trang 14· · ·
That concludes our discussion of a
respect-able number of modeling tools A modeler
could almost go his entire career and never
use more than these, but in later chapters
on modeling, we add to this repertoire of
yours so you’ll be able to handle just about
anything a client cares to put into your
capable hands Remember, even all the
tools explored in the more advanced
chapters are still only just scratching the
surface
You will reach your fullest potential bypushing, peeking, and playing If you view3D as a puzzle, game, or toy through whichall things are possible with the “right” pat-tern of patience, exploration, observation,and retention, there will be no limits as towhat you can do
Figure 3-89
Trang 15To this end, I’d like to take a moment to point
you toward one of the programs available on
the companion CD Sherlock is a game that
trains your mind to see even the most
seem-ingly complex tasks as simply a process of
elimination.
“ When you have eliminated the
impossi-ble, whatever remains, however improbaimpossi-ble,
must be the truth ” — Sherlock Holmes
Sherlock (PC only) by Everett Kaser
(http://www.kaser.com) is a “game” where,
like LightWave, you are given all the clues
you need to do what you need to do In this
case, it is to find the locations for each icon
within a grid from 3x3 to 8x8, with as much
(or as little) help and as many (or as few) hints as you need.
I hesitate to call Sherlock a game, even though it is a fun and rewarding way to pass the time Part of this is that often in computer games, from the moment you click “Go,” the computer will do everything in its power to keep you from reaching your goal, whatever
it happens to be — and I, for one, find this to
be a waste of my time Sherlock, on the other
hand, gives you all the resources you need to solve the puzzle — and
unlike solitaire, your winning is not
dependent upon chance Your cess, or lack thereof, rides entirely upon your shoulders (think about it) Success in Sherlock, as in Light-
suc-Wave, feels like an achievement, not
a fight.
The other reason I hesitate to call Sherlock a game is that it is much
more than just an enjoyable way to
pass the time It is training for your
mind (“Use it or lose it.”) Exploring this kind of training, you begin to become accustomed to seeing the whole picture as patterns of interre- lated subsets and steps When temporarily stumped in either LightWave or Sherlock (or life), you become able to take a
step back and see the next step toward the
solution, sometimes just sitting there in plain sight, patiently waiting for you to take notice
of it.
Figure 3-90: Sherlock