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Dan Ablan

"Inside LightWave v9"

Although you can create such polygon-heavy
objects, they are often difficult to manipulate and manage from the perspective of memory
consumption and editing. In this chapter, you??™ll model a fun but useful penguin. The
techniques shown here can be used for any type of character you want to build, and even
ones with more than two legs! You??™ll learn about the following:
?—? Creating and blending shapes from primitives
?—? Working with subdivisions
?—? Using the multiplication tools
?—? Adding detail and controlling flow
Building with Primitives
Get yourself comfortable and ready to learn one of the most valuable modeling techniques
for creating organic objects quickly and with ease. Figure 10.1 shows the character you??™ll
create in this chapter.
The goal in this chapter is to create a penguin character
using just a handful of tools. You will take a ball primitive
and turn it into a full-grown organic penguin
model. These tools are used almost every time when
creating characters or other organic models.You??™ll then
make the primitive shape smooth through the use of
subdivisional surfaces, commonly known in LightWave
as subpatches.


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