Inside LightWave v9 406
Figure 10.1 A fun character
made with box modeling methods.
Chapter 10 Character Modeling 407
The idea behind subpatching is to repeatedly refine the control mesh until you achieve a
smooth surface, called the limit surface.And as you??™ve seen earlier in the book, LightWave
v9 offers a new type of subdivision, Catmull-Clark.You??™ll work primarily with subpatches
in this chapter for efficiency.
Organic modeling is very different from modeling a car or a building. In this project, you
will be asked to manipulate the object using your own ideas of what looks right to you, but
with a good bit of guidance. You??™ll begin with specific shapes, then use your talent to
freeform-model the details. The Numeric panel won??™t come into play that often, and you
will be asked to judge the placement of points and polygons by eye in some cases. That??™s
what makes organic modeling so much fun??”the freedom to explore and design as you go.
Modeler??™s interface layout will be the default setup. Figure 10.2 shows Modeler at startup.
Figure 10.2 LightWave v9 Modeler, set to a Quad view by default, ready for some character
making!
Exercise 10.
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