I don’t because I like to get the numeric info of just how many points were nated when I merge points manually.Because our spline cage was created bymirroring, our patches should fit per
Trang 116 Now, working with the curves that
define the rubberized bumper and the
opening on top of the kayak, select the
curves in the order shown in Figure
13-16 Fill in the Make Spline Patch
window with Perpendicular set to 10
segments distributed WRT Length
(for a nice, soft feel to its silhouette)
and Parallel set to 5 segments
distrib-uted WRT Knots (so the bumper’s
segments will line up perfectly with the
segments of our kayak’s opening)
17 The resultant patch may look pretty
angular as it skirts the rim of the
kayak’s opening, but I’m planning on
using this as a sub-patch model, so it’ll
be fine (Notice how the segments of
the bumper and the opening line up
perfectly.) Assign these polys a surface
appropriate for a rubberized bumper,and copy and paste the bumper ontoyour assembly layer
Note
Wouldn’t it be nice to be so brilliant that you know exactly what every setting does at every turn? I’m pretty far away from that myself To get the above settings correct to match the bumper up with the kayak’s opening, just like anyone else, I had to play around with it a bit until I found the right
settings Still, I didn’t trust it just looking
right I tested it, copying both patches to a
“junk” layer and using Merge Points to see if
it fused the two sections together.
No one’s perfect Don’t bust your chops if you’re not.
Figure 13-16
Trang 218 Selecting a few polys from the nose
sections of our kayak and using Select
Connected quickly selects all the polys
we’ll need to mirror to become its tail
Mirror those polys across X=0 (You
may merge points if you like I don’t
because I like to get the numeric info
of just how many points were nated when I merge points manually.)Because our spline cage was created bymirroring, our patches should fit per-fectly by mirroring as well
elimi-289
Figure 13-17
Figure 13-18
Trang 319 Mirror the entire kayak across Z=0,
and then merge points
Figure 13-19
Figure 13-20: Our completed kayak, surfaced and viewed as sub-patches!
Trang 4.
That wasn’t so hard, was it? There are
many applications where using spline
patches can be pretty nifty
The hardest part about spline modeling
in LightWave is juggling the settings in
your mind so your patches end up seaming
properly (It’s a little like that children’s
game of memory — but it’s not cheating if
you want to use pencil and paper.) Just
know that it may take a couple of tries to
get things to line up
Also, remember that you’ve got to watch
the distribution of your knots You can do
some pretty fancy tricks through creative
placement of those little things Be sure to
weld all your endpoints (This is a simplething, but it still slips by me from time totime.)
There you go To quote Obi Wan Kenobi,
“You’ve taken your first step into a largerworld.” At the time of publication, only anestimated 4% of LightWave users said thatthey understood spline patch modeling Youcan take pride in knowing that you’re actu-
ally ahead of the pack! And to solidify your
position there, we’re going to exercise yourknowledge of splines by using them tomodel a human head Flip the page and let’sbegin!
291
Trang 5Spline Modeling
Exercise 2: Modeling
a Human Head
Splines are a wonderful tool and I hope
you’re beginning to see just how powerful
they can be Splines are most often used to
model objects with large complex surface
areas, such as vehicles and aircraft In this
chapter, we’ll be looking at a more esoteric
use of splines, namely for the creation of a
realistic human head model
This chapter will provide a detailed
explanation of the process It is a long
chap-ter, but don’t let that intimidate you Each
step is broken down and discussed in detail,making it easy to follow, even for newusers That said, however, I expect you tohave already worked through the previousmodeling chapters and to have a basicunderstanding of the spline modeling rulesoutlined in Chapter 12
We’ll get into the actual modelingshortly, but first let’s talk about the thingsthat make a good head model
Figure 14-1: The head model built in this chapter with textures applied.
Trang 6Poly Count and Flow
I’ve seen hundreds of head models and
doz-ens of tutorials showing how to build them
There are as many techniques for building a
head as there are people building them But
regardless of how the head is constructed,
there are two inherent qualities it must
pos-sess in order for it to be “successful.”
Contrary to what you might think, looking
good is not one of them Rather, the most
successful head models are those with a
reasonably low polygon count and an ideal
polygon flow
Poly Count
The best modelers are always striving to
create their objects with the fewest number
of polygons possible This isn’t just an
obsessive-compulsive drive It’s a practical
quest The more polygons an object has,
the longer it will take to render Even with
the most modern processors, a high-poly
sub-patch object will hit the render engine
harder than a low-poly object But the questfor minimal polygons isn’t just about rendertime It’s much more practical than that.You see, when you sub-patch an object, youare actually interpolating geometrybetween each point in your object Take alook at Figure 14-2, which shows twosub-patched objects
The object on the left is a simple boxwith a single cut running down the center.Moving the points at the center of this boxcreates a smooth arc from one end of theobject to the other This arc is caused by theinterpolation of geometry that occurs when
an object is sub-patched Now take a look atthe object on the right It is the same box,but in this case, there are six more cutsrunning through it Moving the middlepoints on this object still results in an inter-polation of geometry; however, since thepoints on either side of those being movedare now closer together, the arc is tighterand more pronounced Understanding this
293
Figure 14-2: Low poly count enables broader changes to your model.
Trang 7simple truth is the key to effective subpatch
modeling The more polygons you have in a
given area, the more pronounced the effect
on the movement of points in that area
Take a look at Figure 14-3 Keeping in
mind what you saw in Figure 14-2, you can
imagine what would happen if you moved
the points on either of these objects
Undoubtedly, the object on the left would
enable you to make broad changes (similar
to the object on the left in Figure 14-2)
Small movements to the points on this
object would not have a drastic impact on
its overall shape That’s not true for the
object on the right Even minor
adjust-ments to this object’s points would result in
a noticeable change to its form
Learning to control the poly count and
understanding where and when it’s
appro-priate to add more geometry is a skill that
takes time to develop But suffice it to say
that as you model, you should strive to keep
your poly count as low as possible
Poly Flow
The other quality that makes a good headmodel is proper polygon flow Flow is a diffi-cult concept to grasp, especially for
beginners In essence, it is the deliberatelayout of polygons into overlapping bands orloops that, when fully realized, mimic thenatural flow of muscles under the skin.Keep in mind that as you model, you aresimulating reality Whether it’s a wineglass,
a sports car, or a human being, you arebuilding a simulation of a real-world object
In the case of organic models such as mals and people, you are simulating thefeatures that make up their outward appear-ance, typically muscle and bone It isimportant, then, to study in great detail theforms you are attempting to simulate.Amazing character models aren’t created byaccident The best character modelers arethose who have a solid grasp of humananatomy
ani-Figure 14-3
Trang 8Figure 14-4: Basic muscle flow of the human head.
Figure 14-5: Bad polygon flow (left) compared with good flow (right).
Trang 9Unfortunately, an introduction to anatomy is
beyond the scope of this chapter, but I
would encourage you to pick up an anatomy
book or attend a figure drawing class if you
intend to pursue character modeling And I
would strongly encourage you to visit
http://www.fineart.sk and http://www.3d.sk
These two sites offer the most
comprehen-sive set of resources for character modelers
that you can find
The need for ideal polygon flow doesn’t
stem from a purist compulsion Like
poly-gon count, it is a practical requirement
Consider this: Character models are rarely
built to hold a single pose or a solitary facial
expression (like Michelangelo’s sculpture of
David) On the contrary, they are built to be
animated and posed in a variety of fashions
A real face can make expressions (e.g.,
smiling or frowning) because of the layout
of muscles in the face Therefore, if your 3D
model’s polygons do not mimic the flow of
muscles in a real face, it will be difficult to create realistic expressions in a simulated
face You will find yourself fighting themodel to get so much as a smirk Itbecomes imperative, then, to build a modelwith great flow
In Chapter 10, we built a head modelusing the detail-out approach The advan-tage to the detail-out approach is that it is aWYSIWYG process You have immediatefeedback on the model at each stage ofdevelopment The problem with thedetail-out approach is that poly-by-poly con-struction makes it frustratingly difficult todevelop good flow (especially for beginners)and it often yields objects with a high polycount Spline modeling, however, avoidsthese pitfalls, allowing you to visualize theflow of your polygons and to selectivelyadjust the resolution of each patch for opti-mal poly count
Spline Modeling Pitfalls
Spline modeling, while elegant and efficient,
is not without its problems As we’ve seen
in previous chapters, there are rules that
need to be followed And even when the
rules are followed, the occasional “Curves
Do Not Cross” error will appear (seemingly
for no reason at all) Moreover, spline
mod-eling’s greatest strength can also be its
biggest weakness, especially when dealing
with organic models While splines make it
easy to visualize the flow of your polys, you
must have a solid understanding of flow in
the first place to build them correctly You
also have to be extremely careful when
specifying your Perpendicular and Parallelpatch settings to avoid creating polygonsthat do not line up properly from patch topatch And as if all of that weren’t enough,the cold hard truth is that some objects arenot well-suited for spline modeling Thesedrawbacks cause many modelers to steerclear of splines altogether But you’re inluck — I’m going to show you severaltricks to work around these peskyproblems
Trang 10Spline Modeling Tips and Tricks
The major pitfalls of spline modeling can be
avoided by following these simple tips and
tricks
• Tip 1: Use splines for their strengths,
not their weaknesses It sounds obvious,
but you’d be surprised at how many people
don’t get this Splines work best as a
visual-ization tool, allowing you to establish the
overall form of your object quickly and
eas-ily They do not work well for creating
intricate details, but I see people attempting
this all the time They build spline cages
with an incredible amount of detail and
expect to simply patch it and be done It
sounds great in theory, but it rarely works
out in practice So rather than using splines
as a be-all and end-all, use them for what
they’re good for — namely building the
overall form of your object Then use the
other tools at your disposal to model in the
details
• Tip 2: Build quad cages It’s best to
build your cage so that every region is
bounded by four splines I call this a quad
cage It consists of splines for the top,
bot-tom, left, and right for each area in your
cage, both large and small Building a quad
cage is perhaps the most critical component
of spline modeling, and I’ll be teaching you
more about it as we proceed
• Tip 3: Use simple patches One of the
most time-consuming aspects of spline
modeling is determining the proper Parallel
and Perpendicular patch settings Figuring
this out is like some sort of twisted game
You have to remember which spline youselected first in order to establish how theperpendicular and parallel patches are con-structed And then you have to ensure thatthe patches line up properly to those aroundthem It’s a hassle, but here’s a simple solu-tion: Use the same patch settings for thewhole object If you construct your splinesproperly (by making sure your patchedareas are roughly the same size), you canuse the same patch settings for your wholeobject This can save you loads of time andfrustration down the line
Keep these simple tricks in your backpocket and they will make your spline mod-eling job much easier
Now that we’ve covered the basics,we’re ready to start modeling Here’s anoutline of what we’ll be doing:
1 First we’ll build the spline cage I’mgoing to show you how to construct acage with great flow using the tricksoutlined above Once built, this cagecan be saved and used over and overagain to quickly knock out other headmodels
2 Next, we’ll patch the splines, add a fewdetails, and learn how to reduce thenumber of polygons to obtain an opti-mal poly count
3 Lastly, we’ll construct the remainingdetails using tools you’re already famil-iar with
Fire up Modeler and let’s get started!
297
Trang 11Creating the Cage
As was the case with the detail-out
approach, it’s helpful (and often necessary)
to use a reference image when building
your spline cage You can find the images
for this chapter on the companion CD under
Images\Chapter14 In the Setup\Chapter 14
folder, there is a Backdrop config file Bring
up the Display Options window (<d>) and
click on the Backdrop tab From the
Pre-sets pop-up menu, select Load Backdrop
and load the Spline_Head_Backdrop.cfg
file
Once your images are loaded, zoom in on
the eye on the right (which is the
charac-ter’s left eye) Oftentimes, finding the best
place to start a spline cage can be difficult I
chose the eye as a starting point because it
can easily be divided into four sections (top,bottom, left, and right), and that provides agood starting point for building a quad cage(see Tip #2 above)
1 Begin by laying down three points overthe top of the eye in the Back viewport.Then, with the points still selected, use
the Create | Curves | Make Curve
| Make Open Curve tool (or press
<Ctrl> + <p>) to generate your first
spline Finally, use the Drag tool (or asimilar tool for moving points) to adjustthe spline in the Right view Keep inmind that the eye bulges out in thecenter, so your middle point shouldstick out farther than the points oneither side
Figure 14-6: Load the Spline_Head_Backdrop file that we’ll use as a reference for
building the spline cage.
Trang 12Don’t feel that you have to adhere to my
particular workflow I find that laying down
points and then converting them into splines
gives me the control that I want, but if
you’re more comfortable using the Sketch,
Bezier, or Spline Draw tools, go right ahead.
It’s not important how you arrive at the end
result so long as you are comfortable with
the process used to get there.
Note
The most basic curve consists of a starting
point, an ending point, and a control point
somewhere in between You can build your
splines with as many points as you like, but
keep in mind that the more points you have,
the more difficult it will be to adjust the
overall shape of the spline.
Note
As we build our splines, many of them will
jut up against each another, creating harsh
angles between them This is nothing to
worry about There’s no need to rebuild your
splines We’ll be fixing these harsh angles
after we’ve completely built our cage.
Note
You’ll notice as we proceed that the splines I lay down don’t strictly adhere to the refer-
ence image Remember Tip #1! At this
stage, we’re only interested in getting the basic form We’ll be doing plenty of fine-tuning to the model after we patch it.
So do yourself a favor: Don’t waste time ing to precisely match the reference image Focus on the overall form Getting it close is
try-good enough for now The actual refining
stage comes later.
Notice that this spline does not extend overthe top of the entire eye Rather, it coversabout 70 to 80% of the total area This isdone to ensure that the splines on eitherside of the eye are roughly the same size asthose on the top and bottom RememberTip #3 We want to create patches that areroughly the same size If they are signifi-cantly smaller, the polys created bypatching this area will get crammedtogether, resulting in an unpleasant pinch-ing effect that’s difficult to remove in thefinal object
299
Figure 14-7: Create the first spline over the top of the eye.
Trang 132 Create three more points in the Back
viewport along the bottom of the eye
and press <Ctrl> + <p> to convert
them into a spline Then shape the
spline in the Right viewport as you did
in Step 1 The middle point on thisspline should stick out farther than theendpoints but not as much as the mid-dle point for the top of the eye
Figure 14-8: Create the second spline along the bottom of the eye.
Figure 14-9: The third spline is created by using the two existing points from our
Trang 14Shaping the spline in at least two of the
three viewports is something you will always
need to do From here on out, I’m going to
describe the creation of each spline, but I
will expect you to make the adjustments
necessary in each viewport.
3 Create a single point at the outside
cor-ner of the eye Then deselect it Now
select the outside point on the top
spline, followed by the point you just
created, and finally the outside point on
the bottom spline Press <Ctrl> +
<p> to create a new spline.
4 Create a single point at the inside
cor-ner of the eye Then deselect it We’re
going to repeat the procedure in Step 3
for the left (inside) part of the eye
Select the point on the inside top
spline, the point you just created, and
then the point on the inside bottomspline Then create a new spline by
Inspecting your splines like this is a habityou should get into Check it from multipleangles and don’t be afraid to move pointsthat seem out of place Oftentimes you’llfind that the Perspective view will revealproblems that would be difficult to identify
in the orthographic views alone
Now that we’ve got an initial outline, it’stime to branch out
5 Create three more points over the top
of the eyebrow and convert them into aspline
301
Figure 14-10: The fourth spline is created in the same manner as the third by
using two existing points and a third new point at the inside corner of the eye.
Trang 156 Create three points under the eye
(about the same distance below as the
eyebrow spline is above) Then convert
these into a spline The inside point for
this spline should rest at the base of
the nose and the outside point should
rest on the cheek bone
7 Add a new point where the top of thenose and the eyebrow meet Move itback slightly on the Z axis, then dese-lect it Select the inside point from theeyebrow spline, the point you just cre-ated, and the inside point from the
spline below the eye Press <Ctrl> +
Figure 14-11: Create a new spline over the eyebrow.