TAILIEUCHUNG - Essential LightWave 3D- P8

Essential LightWave 3D- P8: What you have in your hands is, quite simply, a collection of tools and techniques that many professional LightWave artists use every single day doing what we do in our various fields. The tools and techniques explored in this book are essential to creating the caliber of imagery that you see on film and television and in print and video games. | Chapter 7 By 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 rendered 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-patch surface behaves a lot like stretchy digital clay. Even so you still may be inclined to think It s a neat gimmick but what can it really do for me The upshot of this realtime 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 their resolution dialed up or dialed down not just while you re modeling but while you re Figure 7-2 Figure 7-3 198 .Modeling animating as well Under Layout s Object Properties window you set the resolution at which your sub-patch model will be displayed 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 without 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 3 Sub-Patch Organic Modeling things a little easier or to fix things when my work shows me I m lacking in the foresight department but for the vast majority of my character modeling those five tools always with a healthy helping of the Symmetry mode are the main tools I use when modeling organic models. Note You

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