Begin by downloading this object and loading
it into your version of Modeler.
This is a very simple object, but it has
some challenging surfaces to detail, with
a sloping surface and a curved surface.
The first thing I want to do is get rid
of those nasty sharp edges that the object
has. Sharp edges are often a big giveaway
that an object is computer-generated,
as practical models rarely have perfectly
sharp edges. While adding-in all the slight
imperfections that a practical model has
would be too costly in terms of computer
resources, smoothing-off those sharp edges
is a good start.
An absolutely superb tool for this purpose
is KW Edge Smoother, which is an
awesome little plugin from a Japanese
Lightwave user. You can download a free
trial version of this plugin by following
this
link.
This free version is limited in the number
of polygons it can work with, but it will
be fine for this particular task. I'm
sure that once you have seen its capabilities
you will want to pay for a full version
anyway.
I'm going to run KW Edge Smoother on this
object using the default settings, except
I will use an edge width setting
of 2m.
If you check this with your OpenGL preview
you will see that it has nicely added
a bevel to all of the edges of the object.
We will now start to add a little detail
to the top surface of the object. This
is a nice flat surface, oriented perfectly
perpendicular to the Y axis, which makes
our job all that much easier.
Begin by carefully selecting the top polygon
of the object.
Now choose the Bevel tool by pressing b
and make three bevels with the following
settings:
- Bevel 1: Inset = 6m, Shift = 0m
- Bevel 2: Inset = 1m, Shift = -1m
- Bevel 3: Inset = 0m, Shift = -3m
These bevels create an inset panel, which
we will use as a base for the top details
we are going to add.
Before we continue, let's apply a new surface
to the inset panel, so that we can play
with it later. With the polygon still
selected, press q to apply a new
surface and name the surface Details
Panel.
I also applied a darker colour to the
surface so that I can easily tell the
difference between this surface and the
main surface applied to the rest of the
object. Additionally, turn on Smoothing
for this surface with a smoothing angle
of 15 degrees.
Here is a cool trick you may or may not
be aware of. With the polygon still
selected, press Shift+a to zoom
the display to fit the polygon. Now, in
the top view, use the Box tool
to draw a small 2D box within the polygon...
what do you notice? You will see that
the box is created on the same plane as
the inset panel... which is very useful
to us.
We didn't really want to create that box,
as it was just a demonstration of a technique,
press u to undo the last action,
deleting the new polygon.
Select a new Modeler layer and put the
first layer in the background, so that
you can see the main object showing through.
Now, in the top view, create a few 2D boxes
so that you have something like this:
These boxes will be the basis for our first
details.
Make sure these polygons face upwards by
selecting them and checking the direction
of the surface normal. If it is pointing
down rather than up, press f to
Flip the polygons to face upwards.
We will use another new surface for these
details, so press q and give these
new boxes a surface called Main Details
with a colour of R.200, G.200,
B.200.
Select the two larger boxes and use the
Bevel tool to bevel the selected
polygons with a shift of 1m and no inset.
The advantage of using the bevel tool rather
than creating 3D boxes in the first place
is that using this method, there is no
polygon facing downwards, which would
never be seen and is therefore a waste
of memory and render calculation time.
Now select the two smaller polygons and
perform a bevel with a shift of 2m and
an inset of 1m.
Our first details now have some depth.
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These details we have built
so far are a good start, but
they themselves are rather
plain, and could really do
with a little more detail.
Let's add some more now.
Create a box with the following
settings:
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| When the box is created,
select every other
polygon from the
box as shown here: |
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| Press z to
delete these polygons.
This will leave you
with four equidistant
polygons in a line,
like this. |
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Select these four polygons
and use the Bevel tool
to bevel the polygons with
the a shift of 3m and an inset
of 500mm.
These new boxes add a nice
extra level of detail to the
boxes.
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Let's add some detail to the larger boxes
now. Select the large polygons on the
top of the large boxes and press Shift+a
to zoom the view into them.
(NB: this image does not show the new details
on the smaller boxes... ignore that fact)
Now, in the top view, draw a few very small
boxes as shown here:
Because we used Shift+a to zoom
the view to the larger polygons, our new
boxes should have been created on the
same plane as the large polygons themselves.
Select the new polygons and bevel them
with a shift of 1m and no inset.
These small boxes will help to break-up
the surface of the large boxes when we
render them.
The above image shows our progress on the
model so far.
We are going to create a detail in a different
way now, using the Pen tool.
To make sure that we draw the shape in
the right plane, select the inset panel
polygon (the dark grey one) and press
Shift+a.
Now go to Layer 3, keeping Layers 1 and
2 as the background layers. (To do this,
press the button for Layer 3, and then
shift-click on the lower part of the buttons
for layers 1 and 2).
Now in the top view, use the Pen
tool to create a polygon like this one:
Select the polygon you created and bevel
it with a shift of 2m and no inset.
When the bevel is done, the top polygon
should still be selected. Press Shift+a
to zoom the display to fit the polygon.
Create a few new boxes on the same plane
as the top polygon, as shown here.
Select each of these boxes in turn and
bevel them with various settings that
you feel look good.
The image above shows how I bevelled my
boxes.
Next I'm going to add some detail with
the Disc tool.
One of the luxuries that practical modellers
enjoy is that they never have to worry
about the polygon count of any particular
detail that they choose to stick onto
their model. Working with computer graphics,
we do not have this benefit, and we must
carefully monitor the amount of polygons
in our details to prevent the object becoming
unmanageable.
Using the disc tool to create rounded details,
the polygon count can sky-rocket very
quickly, so we must be careful not to
use over-detailed discs as the basis for
our pipes and outlets.
The first thing I'm going to create is
some outlet-style pipes. We will begin
by creating a base for the pipes. This
helps to prevent the pipes from looking
out of place.
Start by creating a box on the same Y plane
as the main inset polygon.
Bevel this box with a shift of 1m
to add some three-dimensionality, and
then press Shift+a to zoom in to
the top polygon.
We will now add the base of the pipes.
Select the Disc tool and create
three discs as shown. To avoid unecessary
detail, set the discs to have 9 sides.
(Press the n key to access the
options for the Disc tool.)
Now select these three discs and we will
proceed to bevel them.
With the discs selected, press q
to assign a new surface to these polygons.
Call the surface Main Details Smooth
and give it the following settings;
| Name |
Main Details Smooth |
| Colour |
R.200, G.200, B.200 |
| Smoothing |
ON |
| Smoothing
Angle |
44.5 degrees |
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Now perform the following eight bevels
on the discs.
| Bevel Number |
Shift |
Inset |
| 1 |
1.0m |
0.0m |
| 2 |
0.0m |
0.5m |
| 3 |
2.5m |
0.0m |
| 4 |
0.5m |
0.5m |
| 5 |
0.5m |
0.0m |
| 6 |
0.5m |
0.5m |
| 7 |
0.0m |
0.5m |
| 8 |
-5.0m |
0.0m |
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When all the bevels are completed, delete
the selected polygons (shown below)
You should be left with this:
You will notice that OpenGL is struggling
to achive the smoothing between the polygons
on these pipes. Don't worry about this,
as the Lightwave renderer will do a much
better job, and we will probably never
get too close to these little details
in rendered shots anyway.
Time for some longer pipes now. Begin by
creating two boxes that will act as mounts
for the pipes.
Note that these boxes have two segments,
we will use these in a moment.
Select four new polygons that make up the
two boxes, and press Shift+f to
activate the Smooth Shift function.
We will use smooth shift here, because
it allows us to bevel several polygons
together, whereas the Bevel tool
would bevel each polygon separately.
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Lightwave [6]
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Lightwave 5.6
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With the smooth shift tool
active, click the right button
once.
This will create a smooth shift
with an offset of 0.0.
(This means that although new
geometry is created, it is
not moved away from the parent
polygons.)
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When the smooth shift requester
pops up, enter 0m as the offset
setting.
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When the smooth shift has been performed,
do not deselect the polygons.
Now press t to access the Move
tool and move the selected polygons up
by +5m in Y.
Finally, select the points shown in the
image below and move them by -3.5m in
Y.
Assign these new objects the Main Details
surface so that they are not smoothed,
and these objects will form the bases
for our pipework.
Create three discs, each with seven sides
as shown below.
Select these polygons and assign them a
new surface called Main Details Pipework
with the following settings:
| Name |
Main Details Pipework |
| Colour |
R.180, G.180, B.180 |
| Smoothing |
ON |
| Smoothing
Angle |
89.5 degrees |
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| Press b to activate the
bevel tool and bevel them out
with a shift of around 27m. |
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Next, deselect the two inner discs,
leaving only the outer disc selected,
and move it so that it goes through
the wall of the inset, as shown
here. |
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Delete the polygon at the end of this pipe,
as it will not be rendered. You may notice
that the pipe sticks through the top of
the main object, so let's deal with that.
Create a box and bevel it upwards so that
you have a kind of housing for the rogue
polygons. Assign the polygons of this
box the Main Details surface.
This box conveniently hides the polygons
sticking through the main object.
Now we will get the two other pipes to
turn a corner. Select the end polygons
of each of the two shorter pipes and press
Ctrl+v to set their absolute position.
Enter a Z value of -5m and press OK.
Press f to Flip the polygons'
orientation so that they face back into
the pipe. Now press Shift+L to
activate the lathe tool. Press n
to access the numeric controls for the
lathe, and enter the following settings:
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If you check your OpenGL preview
you will see some smoothing
errors around where the straight
part of the pipe meets the
bend.
This is caused by two things.
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1) the polygons of
the bend have not yet been
joined onto the straight pipe,
and 2) the polygons
at the ends of the straight
pipes have not yet been eliminated.
Select the polygons shown here
and delete them.
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Next, press m to merge the points
in the pipes, joining the bends to the
straights. This should eliminate the smoothing
errors.
Select the polygons at the ends of the
bent pipes, and press b to bevel
them. Enter a shift value that causes
them to pass through the second pipe base,
and stop somewhere inside it. In my case,
this value was 25.5m.
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We will now add a little extra
finesse and detail to our
pipework. Using the Knife
tool (Shift+k), make
two cuts into the pipes we
just selected, and then select
the polygons between the two
cuts.
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Now press Shift+f and
Smooth Shift the selected
polygons with a small setting
of between 250mm to 500mm,
depending on your taste. Use
a Max Smoothing Angle
of 89.5 degrees.
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I continued to add some knife cuts to the
other pipes and smooth shifted them in
the same way, until I was left with this:
I will now add a little more detail in
the gaps where there is none, or where
the detail is a little sparse.
Think of the details you add as a kind
of 3D doodling, and you can quickly create
lots of little details. When you have
created any extra detail you might want
to add on this top area, cut out all the
details for the top panel and paste them
into Layer 2, then move onto the next
step, where we will add detail to the
sides of the object.
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We will now detail the sides
of the object. For the moment,
we will still be dealing with
surfaces perpendicular to
the main axes, as we detail
the sides of the object.
As we will not be insetting
a panel here, our details
will need to be a little less
pronounced from the edge of
the object.
Create a box with the settings
in the box opposite.
Assign the Main Details
texture to the new
box.
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When the box is created, select
every other polygon and delete
them.
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Press [ to activate
the Shear tool and
shear the remaining polygons
by +29m in the Z direction.
If the polys shear in the wrong
direction, press the left
arrow key on your keyboard
and try again.
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| Next, move the newly sheared polygons
-6m in the X axis, then press
f to Flip their
orientation. |
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Now press Shift+e to activate
the Extrude tool, and extrude
the polygons by -7m in the X direction. |
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Select the large polygon that makes up
the side of the main object and press
Shift+a to zoom in to it.
Next, create some boxes like these ones
using the same techniques as we used for
all the boxes in the previous lesson.
Notice that I have used the Drag
tool to conform the rear edges of the
two large boxes to the shape of the main
object.
Now select the four larger polygons and
bevel them outwards with a shift of 1m
and no inset, then bevel the six smaller
polygons with a shift of 0.5m and no inset.
Select the main polygon bottom-rear large
box and apply the following bevels:
| Bevel Number |
Shift |
Inset |
| 1 |
0.0m |
3.0m |
| 2 |
-0.5m |
0.0m |
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This will effectively put a dent in the
selected polygon.
Now we will add a few extra details to
the large polygons of the other three
boxes, as we did in step 8).
I created the following new boxes...
... and bevelled them all out with a shift
of 0.5m.
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Now create a box with the settings
in the reqester opposite.
When the box is created, select
all of the boxes' polygons
and press Shift+f to
smooth shift them.
Shift them out by 1m with a
Maximum Smoothing Angle
of 89.5 degrees.
Now press b to Bevel
the selected polygons and
apply one bevel with shift
of 0.0m and an inset of 500mm,
and the do a second bevel
with a shift of -1.0m and
no inset.
When the bevels are done, delete
the selected polygons by pressing
z.
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Finally, in the face / front view, drag
the lower points of the new object that
meet the sides of the main object down
by -1m in Y.
I am not going to continue to describe
adding detail to the sides of the object,
as I would only be repeating steps already
described, so spend the next few minutes
adding more detail to the side of your
object yourself.
Once you have finished detailing the side
of your object, press Shift+v to
activate the Mirror tool, and then
mirror all the side details in the X axis,
so you have an identical copy of the details
on the opposite side of the main object.
FInally, cut away all of the details for
the side panels and paste them into Layer
3.
After adding a few more details using the
same techniques as described above, changing
the specular level of all surfaces to
100%, and with some judicious use of KW
Edge Smoother on some of the detail
panels, this is how my object is looking
now.
As you can see, this is a far cry from
the plain object we started with at the
beginning of this lesson, and it certainly
has an air of being much larger than when
we started.
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