Each of the points of the original poly exerts influence over how the subdivision surfacing algorithm creates the smooth surface of the sub-patch.. Sub-patch surface models can have thei
Trang 1By default, LightWave viewports show a
sub-patch’s:
• Cage — The “ghosted” representation
of the poly that is defining the sub-patch.
• Surface — What will actually be
ren-dered in Layout
• Guide — A ghosted line drawn from
the surface to the point on the original poly
that “controls” (influences) it
Not quite sure what all the fuss is about?
Each of the points of the original poly
exerts influence over how the subdivision
surfacing algorithm creates the smooth
surface of the sub-patch The sub-patchsurface behaves a lot like stretchy, digitalclay
Even so, you still may be inclined tothink, “It’s a neat gimmick, but what can itreally do for me?” The upshot of this real-
time application of Multiply | Subdivide |
More | Metaform Plus is that you can
model extremely dense meshes using a
very light polygon “cage,” and you can do it with the tools with which you’re already
familiar!
Sub-patch surface models can have theirresolution dialed up or dialed down, not justwhile you’re modeling but while you’re
C h a p t e r 7 · · · ·
Figure 7-3
Figure 7-2
Trang 2animating as well! Under Layout’s Object
Properties window, you set the resolution
at which your sub-patch model will be
dis-played and the resolution at which it will be
rendered (In Figure 7-3, that’s a difference
of 24,064 polygons!) You can animate with a
very speedy, low-poly mesh and render with
the ultra-polished 27,072 poly mesh
with-out having to change a single setting when
it’s time to render!
Now that I’ve got your attention, how do
you turn that sub-patch “blob” in Figure 7-2
into the character in Figure 7-3? You use
the Smooth Shift, Bevel, Drag, Move, and
Rotate tools
That’s it? Yep That’s basically it There
are a couple of other tools I use to make
things a little easier or to fix things when
my work shows me I’m lacking in the sight department, but for the vast majority
fore-of my character modeling, those five tools(always with a healthy helping of the Sym-metry mode) are the main tools I use when
modeling organic models.
Smooth Shift
Smooth Shift works with sub-patches just
the same as it does with polys (In truth,
you’re better off thinking of your sub-patch
not as some arcane, spline-based
“mysti-cism” but as polys that just happen to be
nice, soft, and “roundy” and are never
con-sidered “non-planar,” no matter how you
push their points.)
However, as nice as the real-time
work-ings of Smooth Shift are with planar,
polygonal faces, it often “splits” the mesh
apart at its points with sub-patches (similar
to what happened with the window ings when we rail beveled them in the lastchapter) There is a quick and easy fix tothis, though: Let Smooth Shift handle mak-
mold-ing the new geometry, and you handle
shaping and sizing it
Smooth Shift with an Offset of 0 and aMax Smoothing Angle of 0º is the best way
to work with sub-patches A simple way to
do this is to activate the Smooth Shift tool
(<F>) and then click without moving your
mouse (You can also achieve the same
· · · · M o d e l i n g 3 : S u b - Pa t c h O r g a n i c M o d e l i n g
Figure 7-4
Trang 3effect by using the Super Shift tool
men-tioned in Chapter 3.) After smooth shifting,
position and shape the new geometry by
hand (It’s good to get in the habit of
smooth shifting your sub-patches with
these settings The tiny bit of extra time it
takes more than makes up for the headache
of finding a half-buried, “dismembered” set
of points much later on in your work, theresults of an erroneous Smooth Shift opera-tion you didn’t catch.)
BandSaw
The best characters are made up of loops
(or bands) of four-point polygons The
BandSaw tool can be used to subdivide
these loops into smaller bands You can
think of it as knifing along the path created
by the band of the polygons
When you have Enable Divide active inthe BandSaw window, the tool not only
selects the band of polys (along the U or V),
it also creates more segments in that selected band with respect to the band markers You create and position these
C h a p t e r 7 · · · ·
Figure 7-5
Figure 7-6
Trang 4markers in the white area of the interface,
which represents the top and bottom of the
band of polys that will be selected/cut
Note
A good way to determine the path that
BandSaw will take as it cuts through your
polys is to use the Select Loop tool
(dis-cussed in Chapter 3) first.
• Add puts more of these band markers
wherever you click your mouse in the
• Value lets you enter a specific position
(0 to 1) along the white area for the
selected band marker
• Uniform repositions the band markers
you have, spreading them all out evenly
• Mirror creates a new band marker that
mirrors your currently selected one
• Reverse flip-flops the band markers.
• Clear removes all but one of the band
markers, placed exactly in the center
Multiply | Subdivide | More |
Band-Saw Pro does the same thing as BandBand-Saw
but with a real-time Numeric window
inter-face that lets you
still interact with
your viewports
while open The
cool upshot of this,
other than being
able to orbit your
model to see if the
segmenting is
working as you’d
like, is that it
doesn’t require you
to use its interface window It “remembers”the last settings you used with it andapplies them immediately when activatingthe tool (I’ve mapped this tool to a hot keyand assigned it to my Quick-Tools menutab, so when I want to select a band of mymesh, I just tap its hot key and keep right
· · · · M o d e l i n g 3 : S u b - Pa t c h O r g a n i c M o d e l i n g
Figure 7-7
Figure 7-8
Trang 5What if you want to remove segments
from your mesh? LightWave has Construct
| Reduce | More | BandGlue, which
“stitches” bands of polys together in much
the same way BandSaw cuts them apart
The tool has no interface (just click its
button, and away it goes) The one big ference between it and its counterparts isthe direction in which you select the polys
dif-to be glued Just remember that you’re
selecting the polys that will become one band around your model.
Note
“Elegance” in Modeling
Something that takes most folks a while to pick
up on is an overriding concept of elegance in
whatever it is you’re doing in 3D This applies
to modeling, animating, texturing, lighting —
all aspects of working in 3D.
Your best work will come from using the
absolute minimum number of “whatsits”
needed to hold your “schiznit” in place — no
more and no less.
Tools like BandSaw can let you really load
up your mesh with lots and lots of segments,
and it’s very tempting to do so But the best
modelers build their meshes with the barest
minimum number of these isoparms necessary
to keep the exact shape they’re going for.
Sometimes a good modeler will spend half the
time it took to create the mesh just going
through it again and again, looking for places
he can optimize it and removing anything that
isn’t absolutely necessary to hold its shape.
This optimization not only makes for a
model that’s quicker to refresh when working
in both Modeler and Layout, but when working
with characters, it means that it is a lot easier
to rig (set up for character animation) It also
means that the bones that drive its
deforma-tion will create shapes that look a whole lot
better than on a mesh that has a lot of
seg-ments (See LightWave 3D 8 Character
Animation for complete information on
charac-ter rigging.)
To help us use as few segments as possible
in making our mesh do what we need it to, we
can adjust the weight by which the sub-patch
is controlled by its cage This information is
stored on each individual vertex as the
Sub-Patch Weight Positive values increase the pull
of the control vertex on the sub-patch surface, where 100% makes it touch its control vertex.
Negative values relax the sub-patch’s pull
toward its control vertex Map | General | brush is a tool that lets you modify the values
Air-of your currently selected weight map in real time.
It’s important to note that the vertices in your object are not inherently assigned to any given weight map, including SubPatch Weight While Weight Shade will show your vertices as having a value of zero, until you actually assign a map value to them, they have no value whatsoever You can directly enter values for selected points under the Information win- dow for your selected points, or you can use Map | General | Set Map Value While this information may not be of immediate use as you’re learning the software, higher-end functions such as Dynamics do utilize vertex map assignments, so keep this bit of informa- tion in the back of your head.
C h a p t e r 7 · · · ·
Figure 7-9
Trang 6Modify | Translate | Magnet is a great
tool for working with your sub-patch
sur-face model as if it were a lump of digital
clay It’s a tool I use extensively to rough in
my basic forms when sculpting anything
organic (characters, heads, artifacts,
whatever)
With the Magnet tool active, you
right-click and drag in a viewport to set its
“sphere of influence” and then left-click and
drag to move your mesh around Points
closer to the center of the sphere of ence will be affected more than those at itsouter edge in accordance with the falloff.This is very similar to what we’ve seenalready with the Bend, Taper, and Twisttools
influ-If you establish (and continue to late) the Magnet tool’s sphere of influence
manipu-in a smanipu-ingle viewport, the sphere will be
more like a cylinder, extending infinitelythrough space
· · · · M o d e l i n g 3 : S u b - Pa t c h O r g a n i c M o d e l i n g
Figure 7-10
Figure 7-11
Trang 7When you manipulate the Magnet tool’s
sphere of influence in multiple viewports, it
becomes a true ovoid that can be used like
a traditional sculptor’s tool, pressing and
pulling at a mass of Super Sculpey (The
Perspective viewport in Figure 7-11 showshow I usually like to work with my sub-patch models, with Independent Visibility
active and choosing not to show cages,
guides, or the grid.)
Pole
Modify | Transform | More | Pole takes
Size (Pole Evenly tool) and Stretch (Pole
tool), and blends them with the sphere of
influence of the Magnet tool This is an
underrated tool that is very helpful fororganic modeling — especially “futuristic”design
Vortex
Modify | Rotate | More | Vortex Tool
takes the Rotate tool and blends it with the
sphere of influence of the Magnet tool This
also is an underrated tool that is very
help-ful for quickly creating gracehelp-ful, fluid
curves
C h a p t e r 7 · · · ·
Figure 7-12
Figure 7-13
Trang 8Subdivision Order
Does the order in which your sub-patch
surface model is diced up into its tinier
pieces matter? It matters a whole lot — and
one of the best ways to show this is by
using a variant on the old “single-poly
mountain” trick
1 Start with a 5x5 sub-patch grid
2 Bring the 5x5 sub-patch into Layout,
and set its Display SubPatch Level to
42 Then under its Deform tab, click on
the T button next to Displacement Map
to enter the Texture Editor, and set upthe dented texture shown in Figure7-16 We get a very cool “insta-moun-tain,” strongly reminiscent of theartwork of Roger Dean, the artist forthe Yes album covers
Trang 9(Do you want to see something neat?
Activate World Coordinates for your
dis-placement map, remove your falloff values,
and then move your object about You’ll see
your object flow through the texture! It’s a
neat way to understand more about the
workings of textures in general Be sure to
try this in all three axes.)
The two inactive textures in Figure 7-16
are other examples of different kinds of
terrain
Mac-Specific Info
Because of the current weirdness with
the Mac version of Dented, Mac users
will have to use a Texture Value of 20.2,
instead of the 4.2 shown in Figure 7-16,
and play with the texture’s position in
order to get decent mountains (But it’s
worth it — no other procedural does
mountains like Dented.)
(Special thanks to Robin Wood!)
Load Scenes\Chapter_07\Subdiv_
Order.lws, activating each layer in turn, so
only one is active at a time, to see othernifty settings
Subdivision Order tells LightWave when
to apply its subdivision surfacing algorithm
to the polygonal cage If you tell it to apply
its smoothing last, the displacement map is
only displacing the 36 points of our 5x5
cage If the smoothing is applied before the
displacement map, the displacement maphas all 44,557 points to push about
Subdivision Order can really come intoplay when you’re working with animating acharacter The quickest, most reliable ani-mation comes from subdividing yourcharacter using the After Motion or Lastoptions This way, the bones are only hav-ing to calculate their influence on, say, 7,000points instead of the sometimes astronomi-cally high number of points in even aDisplay SubPatch Level setting (“animationresolution”) character’s mesh
C h a p t e r 7 · · · ·
Figure 7-17: Modifying the Subdivision Order setting.
Trang 10If you want to freeze your mountain’s
defor-mations in place for use as a prefab object,
File | Save | Save Trans Object will save your
object as it exists on its current frame of LW’s
world-space — transformations,
displace-ments, bone movedisplace-ments, and all (Be sure to
choose a name different from your original
object; otherwise, you’ll replace the original
with the object as you’re seeing it right now in
Layout’s viewports!)
Save Transformed Object also respects the Display SubPatch Level setting “Exporting” our mountain as it exists in Figure 7-15 will give us
a mesh with 88,200 polys! If you want to save your transformed object as an object you can still use as a sub-patch model, set Display SubPatch Level to 0 before using Save Trans- formed Object.
.
Sub-patches open up a whole new level for
both modeling and animating Modeling
complex meshes can now be done in a
frac-tion of the time it would take to noodle all
those minute polys Animating with a cast
of sub-patch characters means once we
choose our Display SubPatch Level and
Render SubPatch Level settings, we can
enjoy the speed of low-resolution animation
meshes and the beauty of high-res render
meshes without having to think about or do
anything more than just press <F9>.
Just remember the credo of good 3D
modelers and animators everywhere: Your best work will come from using the absolute minimum number of “whatsits” needed to hold your “schiznit” in place.
· · · · M o d e l i n g 3 : S u b - Pa t c h O r g a n i c M o d e l i n g
Note
I can’t stress enough how cool it is to have a crowd of SubPatch Level 0 characters all on
screen at once and still have screen-refresh
rates that are actually conducive to ing (In 1996, by contrast, three low-res
animat-characters in Softimage slowed an R10K down to a mind-mangling crawl!)
Trang 11This chapter shows how to create one of
those “one-minute wonders” that you’d see
at trade shows and the like It’s not
sup-posed to be spectacular; it’s just meant to
get you more comfortable with using
sub-patches to actually do something
1 Create a box with dimensions similar to
the one in Figure 8-1 (the Numeric
window is shown just in case you
would like to reproduce it exactly) Theimportant thing is that the box is cen-tered on the X axis and has twosegments along the Z axis
2 Activate Symmetry mode, and thencheck that your model is indeed cen-tered by clicking on some polys (orpoints) on one side If your model iscentered, the corresponding geometry
Figure 8-1
Trang 12on the other side will also be selected.
(If your box isn’t centered, with
Sym-metry inactive, use Modify |
Translate | Center to center it on all
axes, and then reactivate Symmetry
mode.)
3 Select the rear two polys at the sides
(See Figure 8-2.)
4 Apply Smooth Shift with an Offset of
0 m, a Scale of 100%, and a Max
Smoothing Angle of 0º (You will see no
visible change in your model at thistime.)
5 Using the Stretch and Move tools,position these polys similarly to whatyou see in Figure 8-4 Don’t movethem off the sides of the ship; just
“squish” them a bit — these are thebases for what will become the wings
· · · · O r g a n i c M o d e l i n g E xe r c i s e 1 : “O n e - M i n u t e ” S p a c e s h i p
Figure 8-2
Figure 8-3
Trang 13I bet you’re wondering when we’re going to
get to sub-patches Don’t worry, we’ll
acti-vate them for this model in just a bit I want
to make a point of how working with
sub-patches is almost exactly like working
with polys, the only differences being that
with sub-patches, you never have to worry
about anything being non-planar, and
how-ever you manipulate your mesh, you must
keep your sub-patches as quadrangles (or
triangles).
6 Next we’re going to use Bevel on only
the top rear poly Apply only an Inset(we’re exploring using a different tool
to do the same job) This poly is thebase of the tail (See Figure 8-5.)
7 Use Stretch and Move to get this polythe rest of the way to where it needs to
be (Remember, with Symmetry modeactive, you need to do your mousework on the positive side of the Xaxis!)
C h a p t e r 8 · · · ·
Figure 8-4
Figure 8-5
Figure 8-6
Trang 148 Now for the moment we’ve all been
waiting for — deselect everything and
press <Tab> to activate sub-patch
surfaces (It’s not much to look at, but
it’ll start looking better in a moment.)
Note
A trick you will eventually pick up on is the
“Space, two-tap.” (But why wait?)
Modeler has two primary selection modes:
Points and Polys You use <Space> to toggle
between them If you’re working with polys in
Polygon selection mode and want to view your
model as sub-patches without “letting go” of
the polys you currently have selected:
•Press <Spacebar> (you’ll be in Points tion mode).
selec-•Press <Tab> to activate sub-patches (if you have no selection defined for your points selection).
•Press <Spacebar> again.
You’ll be right back where you were, in gon selection mode, with the same polys selected Only now, your model is being viewed as sub-patches.
Poly-· Poly-· Poly-· Poly-· O r g a n i c M o d e l i n g E xe r c i s e 1 : “O n e - M i n u t e ” S p a c e s h i p
9 With the tail poly selected, use SmoothShift as you did before for the wingsand then position the new poly as yousee in Figure 8-8, making the tail fin.Once you’ve got your model matching
the figure, useSmooth Shift onthe poly again, andmove it just thebarest of microm-eters so its pointsaren’t directly ontop of the pointsfrom which itoriginated
Figure 8-7
Figure 8-8
Trang 15(This has the effect of “flattening” the top
of the smooth shifted area, making the edge
of it nice and sharp This is one of the ways
you can make a sub-patch model have
“crisp” areas of definition It’s not quite as
elegant as setting a value of +100% for the
SubPatch Weight setting for the desired
geometry, but it is a popular trick Moving it
just that little bit means that the points
won’t get eliminated if you were to do a
Merge Points somewhere down the line.)
Note
For the rest of the book, whenever we smooth shift a sub-patch, let it be under- stood that it is with an Offset of 0, a Max Smoothing Angle of 0, and a Scale of 100%
— just as we’ve done for all the smooth shifts so far in this chapter.
10 Next, use the Smooth Shift and Movetools on the two wing polys to get thepreliminary shape of the wings
C h a p t e r 8 · · · ·
Figure 8-9
Figure 8-10
Figure 8-11