Next, select the eight polys at the rearof the underside of the skull and smooth shift and move them down-ward, reshaping the points of the neck, muzzle, and throat as you do to create t
Trang 1.
That’s all there is to it! It just takes time
and patience (With practice, the time
requirement drops considerably — though
the patience allocation must always remain
high if you’re going to enjoy doing
any-thing.) When broken down into “next
logical steps,” even someone who is
rela-tively new to 3D can model heads with the
best of ’em
Remember that the finding of the “next
logical steps” is the single, most important
key to doing anything (3D or otherwise) If
you’re not sure how to get to your ultimate
goal, just figure out what you can do that
moves you a little way toward that goal.
Do that thing, and then figure out what youcan do next! Now, granted, it is much easier
to have a guide to show you the trail, ing out where to step and where not tostep, but that doesn’t mean that you reallyneed one
point-Your creativity is your single mostimportant asset; it allows you to be yourown guide
Learning is a skill (just like any other
skill) By practicing this skill, you learn how
to learn Problem-solving is also a skill You
can learn how to use what you already know
to get you where you want to be!
It’s as simple as that
Trang 2Organic Modeling
Exercise 4: Modeling
a Wolf’s Head
This chapter presents another take on
mod-eling a face and head It’s the technique I
use when I’m asked to model an animal We
create a very simple, basic sketch in this
exercise, one that you can “work back into”
with BandSaw, Spin Quads, and Smooth
Shift to create a model of incredible detail
1 Start with a symmetrical box centered
along the X axis Under the Segments
setting, set X to 4, Y to 4, and Z to 5.
Note
You may notice that I’m leaving more and more up to your own artistic sensibilities If you compare your confidence level before reading this book with how you feel about what you can handle now, you will sense a pronounced evolution.
I am going to continue to leave more and more of the artistic decisions up to you, helping you to expand and trust your own sensibilities and judgment.
Figure 11-1
Trang 32 In a Left viewport, use Magnet and
Drag to get the rough shape of a wolf’s
profile
3 Now, working from a Top viewport with
Symmetry active, use Magnet and
Drag to get something that looks like atop-down view of a wolf (or a bicycleseat — bet you won’t ever think about
a bicycle seat in the same way again!)
Figure 11-2
Figure 11-3
Trang 44 Working our way from the tip of the
nose backward, start pushing points to
give some roundness to the front of the
muzzle Surface the four polys that we
smooth shift into the nose with
some-thing “nose-like.”
5 Having smooth shifted the nose to give
it some definition, activate sub-patchesfor your model and tweak the points ofthe muzzle to define the smooth,rounded masses of a wolf’s snout
Figure 11-4
Figure 11-5
Trang 56 Now, working with the first “ring” of
points that defines the skull mass of
the wolf, push points to create the eye
ridges, cheekbones, and jawline
7 The next “ring” of points back sees thecrown of the head rise above the eye-brow ridges, while the sides of the headangle down to the receding cheek line
Figure 11-6
Figure 11-7
Trang 6As someone who has drawn many wolves
and spent a lot of time around them, I’m
familiar with the “shorthand” that defines a
lupine form You’ll probably want to
sur-round yourself with as many photographs of
wolves from as many different angles as you
can find as you work Whatever way you tilt
your Perspective viewport to evaluate your
work, you should have reference material in
a similar angle to compare and contrast.
You may also want to load my wolf sketch
model from the CD: Objects\Chapter11\
Trang 79 Next, select the eight polys at the rear
of the underside of the skull and
smooth shift and move them
down-ward, reshaping the points of the neck,
muzzle, and throat as you do to create
the beginnings of the neck (I’ve
deleted the polys I smooth shifted after
positioning them to create the sharp,
clean line for the bottom of the neck in
Figure 11-9.) You’ll want to work a
lit-tle with the underside of the muzzle
where it meets the skull to suggest the
esophageal area rather than just
leav-ing it flat and “boxy,” as it is after
smooth shifting
10 The thing about canine and feline earsthat surprises so many people is howfar down on the skull they actuallystart (They aren’t just these little
“tabs” that are stuck on top of thehead.) Select the seven outer rearpolys on each side of the head, asshown in Figure 11-10 (You’ll want togroup these polys now, setting their
Part Name to Ear, so you can select
them quickly later on if you need toisolate them from the rest of the points
of the head.)
Figure 11-9
Figure 11-10
Trang 811 Smooth shift the ear polys, and move
them upward just a bit
12 Using Stretch, “squish” the ear polys
down so they become more of a plane
described by the X and Z axes (though
not totally flat yet) The bottom row of
points of the selected polys should be
even with the top of the muzzle
13 Smooth shift again, moving the polysupward just below where the tips of theears will be Use Stretch to “flatten”the selected polys so they are “flat”along the XZ plane, and drag the pointsaround so the backs of the ears arerounded and the fronts are flat, asshown in Figure 11-13
Figure 11-11
Figure 11-12
Trang 914 Smooth shift these polys one more
time, stretching and moving them to
become the pointy tips of the ears
Figure 11-13
Figure 11-14
Trang 1015 Now, selecting just the polys of the
ears (so you can “filter” their geometry
from the webwork of the rest of the
wolf’s head), push points so you have
something that reflects the graceful
angles of lupine ears
16 Select the polys that make up the rently flat) fronts of the ears (For mymodel, this is nine polys for each ear,going right up to the edge where theear turns toward the back of the head.)Smooth shift them, and then use Mag-net to push points so the ears become
(cur-little “cups.”
Figure 11-15
Figure 11-16
Trang 11There is your completed sketch of a wolf’s
head! But this is much more than just a
simple sketch exercise You have a base
form that you can “work back into” with
BandSaw, Smooth Shift, and Spin Quads to
create models of incredible detail
(Just because this is a wolf’s head doesn’tmean it can only be used to create othercanine forms — I once “pulled points” of acheetah model of mine to quickly make apug dog!)
Figure 11-17: “Working back into” a similar base form, this realistic wolf’s head
was modeled much more quickly than if it had been created from scratch.
Trang 12.
There are many, many ways to model heads
and faces Now you know two of them
Con-tinue to explore and find out as much as you
can, picking and pulling what fits with your
ways of thinking and problem-solving —
and letting the rest be cast to the winds
There is no “right” or “wrong” way of doing
this sort of thing — so long as you are
happy with the result of what you’ve done
(it does what you intended it to do), and it
works with whatever animation you will be
using on it
When you are modeling animals for ring” later on, with either Sasquatch or itsfree version, Sasquatch Lite, bear in mind
“fur-that you are modeling the animal’s skin.
The fur rides on top of this skin, adding
thickness and removing detail If your
ulti-mate goal for your model is realism, studyanatomy books that show the structure ofthe animal’s skin
Nothing increases the power of yourwork more than working from a position ofknowledge and understanding
Figure 11-18: This is a detail of Reflections, showing what the wolf head from Figure 11-17 looks like in a final render (Fur by Sasquatch)
Trang 13Modeling 4: Spline
Modeling Basics
Spline modeling is a way of interpolating a
surface between three or four curves that
define its boundaries This allows you to
define very complex surfaces — replete
with complex, compound curves (curves
that bend in more than one direction at
once) — with “simple” spatial lines
(splines) Spline modeling is big in the
auto-motive and industrial design industries
Alias|Wavefront’s claim to fame is that it
was a forerunner of spline modeling and
heavily used in the automotive industries
(back when it cost more than $60,000 for a
single license of the software)
Subdivision surfacing, or sub-patch ing, has long since surpassed spline model-
model-ing in the field of character modelmodel-ing, butthere are still many opportunities to usespline modeling; it is still a very handything to have as a part of your toolset
Note
LightWave was one of the first software packages to implement subdivision surfac- ing Back then, it wasn’t real time, and in LightWave, it was called “metaforming.”
The “Rules of the Game”
pe·dan·tic adj Characterized by a narrow,
often ostentatious concern for book
learn-ing and formal rules (American Heritage
Dictionary)
When you look in the dictionary under
“pedantic,” you see “See spline modeling.”
(Just kidding — sort of.) Spline modeling
adheres rigidly to a set of rules (covered in
detail in Chapter 14) Deviate one iota from
the rules, and you won’t get what you were
expecting — plain and simple
Trang 14The rules are:
• Spline modeling in LightWave is not
real time You must use your splines to
cre-ate polygonal “patches,” which, if General
Options | Polygons is set to Quadrangles,
you can use as sub-patches later, if you
wish
• Spline patches can only be generated
from areas defined by three or four curves
• The ends of each curve that define an
area must be welded to the ends of its
neighboring curves (When you have one
curve selected and you use Select
Connected, your entire area to be patched
will become selected — if you’ve donethings right!)
• Knot placement (the points that define
a curve) is excruciatingly important
(Preci-sion modeling is achieved by Modeler doing
a “connect-the-knots,” as it were So, whenmaking defining areas with your curves, beprecise and aware of your “knotwork.”)
• The order in which you select the
curves to be patched affects how Modelercreates the patch
• “Automation” can rarely be trusted.
Three-Curve Patches
Just to keep us all on the same page while
we’re working with these tools, I’ve created
a couple of examples for us to work from
Load
Objects\Chapter12\SplinePatch-Examples.lwo On the first layer, you’ll
see the spline “cage” shown in Figure 12-1
Notice that the ends of the curves inFigure 12-1 have all been welded to oneanother and the two long, smooth curvesboth have the same number of knots
Figure 12-1
Trang 15When patching areas that are defined by
three curves, Modeler “fans out” its
geome-try from the point where the first two curves
selected meet (So, by selecting your curves
in a different order, you can be presented
with completely different patch shapes —
see Figures 12-2 through 12-4.)
Selecting the curves in the order shown in
Figure 12-1 and then using Construct |
Patches | Patch (or the <Ctrl> + <f>
keyboard shortcut) brings up a window
where you control aspects of the patch to be
created
• Perpendicular refers to the number of
polygonal rows that will be created, like the
“ribs” of a fan, radiating out from the point
where the first two selected curves join
• Parallel refers to the rows of polys
that stretch between the first two selected
curves
• Length specifies that the entered
number of polygonal rows are to be evenlyspaced along the length of the curves thatdefine it
• Knots specifies that the entered
num-ber of polygonal rows be weighted relative
to the points that hold the shape of thecurves (More knots means more polys;this is a way of letting areas of more detailget more of the rows than other areas.)
Figure 12-2
Trang 16Figure 12-3: Altering the order in which the curves are selected changes where
the patch “fans out” from, making a marked difference in how the patch looks.
Figure 12-4: Same settings, different order, different patch.
Figure 12-5: Using Knots for the Parallel setting.
Trang 17By changing the setting for the parallel
seg-ments to Knots (and selecting the curves in
the same order as we did in Figure 12-2),
the “long” curves now have their segments
weighted according to where the curve’s
knots are (This preserves the subtle slope
of the tip of our dingus.)
Note
You add points to a curve or a polygon by
selecting it and then activating Multiply |
Subdivide | Add Points A new point will be
added wherever you click on the selected
curve(s) or polygon(s).
By altering the positioning of the knots and
using the Knots setting for defining our
parallel segments, we can “sculpt” theways our segments lay over our surface.(LightWave interpolates its segmentation in
a “connect-the-knots” fashion.)Note
You’ve probably noticed that the direction in which you select the curves (clockwise or counterclockwise) determines whether the normals of the polys that are created will be facing toward or away from you You’ve probably also noticed that the convention established by selecting points to make poly- gons is reversed here when selecting curves
to make patches.
It’s not really a big deal — just something
to be aware of.
Figure 12-6
Trang 18Four-Curve Patches
Patches defined by four curves work almost
exactly the same as ones defined by three
curves The endpoints of each curve must
be welded to the endpoints of its
neighbor-ing curves, and the order in which the
curves are selected still controls what theMake Spline Patch interface thinks of asparallel and perpendicular The one thingthat really differentiates four-curve patches
is that the segments don’t “bunch up” in a
Figure 12-7: Layer 2 of SplinePatchExamples has this neat, little funky shape to
play with.
Figure 12-8
Trang 19corner They all spread themselves across
to the opposite curve (like the threads of
the warp and woof of a loom)
Selecting the curves in the order shown
in Figure 12-8, Perpendicular refers to the
rows of polys that are created that extend
away from the first curve selected, and
Par-allel refers to the rows of polys that run
along the axis defined by the first curve
selected
Selection order, the number of
seg-ments, and how the segments are distributed
really begin to matter when you want toactually make something with patches Theselection order of the defining curves ofthese patches was different, and thus thepoints along the center don’t line up MergePoints can’t be used to create a single, con-tiguous mesh
Figure 12-9: Same settings, different order, different patch.
Figure 12-10
Trang 20Because patches are intended to be merged
together to form more complex shapes, the
curves themselves are sometimes called
seams The process of merging points to
cre-ate objects from the patch sections is
sometimes called seaming.
Patches created with the same settings and
order can be seamed into a single,
contigu-ous mesh (shown in the Perspective
viewport in Figure 12-11 as sub-patches)
Note
Under the Patches pop-up menu, you may have noticed Auto Patcher MK This is a tool that is supposed to automatically patch all the curves in your spline cage at once As I’m sure you can see with even the simple applications we’ve gone over so far, spline patch modeling can have a lot of variance in its outcome, even when patching the most modest of cages.
Spline modeling requires your input to tell LightWave what you want it to do As the documentation in the LW manual says, when using Auto Patcher MK, “To insure success, never have more than four knots in a curve.” Remember that you can often spend much more time fighting with the automation than
it would have taken to just do the task right manually from the start.
.
So those are the basics of spline patch
mod-eling You may never need it Then again,
for what you may want to do, you may find
it to be the greatest thing since sliced
bread The important thing is that now youknow how to use it (in its simplest form), soshould you ever need it, you will know that
it exists and what it can do for you
Figure 12-11