If it's not already loaded, open the object
we worked on in the last lesson. In this
lesson we will be adding some detail to
the rear of the object.
We will begin by adding a little detail
right on the surface of the object, using
existing polygons.
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Switch your view to show Layer
1 and select the main polygon
on the rear of the object.
Now bevel this polygon with
an inset of 4m and no shift.
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Activate the Drag tool
by pressing Ctrl+t
and drag the points of this
polygon along the X-axis by
either 2m or -2m, so that
they more towards X=0
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| Now apply the following bevels
to the polygon: |
| Bevel
Number |
Shift |
Inset |
| 1 |
-0.5m |
0.5m |
| 2 |
-2.0m |
0.0m |
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Finally, apply the Details
Panel surface to the polygon
left at the end of the bevels. |
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This inset polygon will form the base for
our details.
Cut this polygon out of Layer 1
and Paste it into Layer 4.
To make the details for this panel, we
will be making extensive use of the Stencil
tool, as it would be very tedious to align
all of our details to the slope of the
panel.
Select Layer 5 and make Layer 4 the background
layer, so that we have an empty layer
with our Details Panel polygon
showing through.
| We will begin by creating two
boxes in the face / front view. |
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When the boxes are created, look
in the side view and ensure that
they do not intersect with the
background polygon. If they do,
move them away in the Z-axis. |
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Swap the background and foreground
layers by pressing the apostrophe key
on your keyboard.
Now select the Drill tool () by pressing
Shift+r and enter the following
settings, then press OK.
Due to the nature of the Drill tool,
you may find that it doesn't work exactly
as you want it to. In my case, only one
of the stencilled polygons was assigned
the Main Details texture, instead
of both. This was easy to fix however,
by selecting both of the newly stencilled
polygons and manually applying the Main
Details surface.
Make a habit of carefully checking the
results of any Drill, Solid
Drill or Boolean operation,
as nasty errors that need personal attention
often creep in.
I will now add a few more stencilled boxes
to the Details Panel polygon using
the same techniques descibed above.
For some reason, Modeler 5.6 seems much
more reliable when it comes to performing
Drill operations, so I exported
my polygon in Lightwave 5.0 format from
Modeler [6] and performed the drill operations
in the older version, then I brought the
object back into Modeler [6] and integrated
it with my main object.
Using the same techniques again, I am now
going to use the Pen and Disc
tools to add some more stencilled
polygons.
Once again, I performed these operations
using Modeler 5.6 on account of its more
reliable Drill tool.
It is time now to do some bevelling on
these stencilled polygons. One great advantage
of using the Stencil technique
to add detail that is actually attached
to the main object is that we can bevel
outwards and inwards.
Select each of the stencilled polygons
in turn, except for the disc, and bevel
them in and out in ways that you think
will be good.
A great advantage of the bevel tool is
that the bevelled boxes are bevelled in
the direction that the main polygon faces,
so the details cling nicely to the main
polygon.
Now let's do something with that disc.
This time we will not create a bevel that
follows the direction of the main polygon,
but rather, this bevel will point straight
out, down the Z-axis.
Select the stencilled disc polygon and
press q to assign the polygon the
Main Details Smooth surface.
Now bevel this polygon with a 1.0m shift
and a 1.0m inset.
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Lightwave [6]
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Lightwave 5.6
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Right-click to confirm the
last bevel, then simply right-click
again to create a new bevel
with no shift and no inset.
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Press b to activate
the Bevel tool again
and enter settings of Shift=0.0m
and Inset=0.0m.
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Finally, press Ctrl+v to set an
absolute position for the still-selected
polygon, and enter a Z value of
-76.5m.
This will have the effect of both moving
the polygon out along the Z-axis, and
also of cancelling the original slope
that the polygon had.
With the disc polygon still selected, apply
the following bevels:
| Bevel Number |
Shift |
Inset |
| 1 |
0.0m |
0.5m |
| 2 |
3.5m |
0.0m |
| 3 |
0.5m |
0.5m |
| 4 |
0.0m |
0.5m |
| 5 |
-0.5m |
0.5m |
| 6 |
-25m |
0.0m |
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This will leave you with an exhaust-style
outlet pipe.
We can now start to add a little extra
detail to the large polygons that we have
previously bevelled.
First, create the following small boxes.
Next, swap your layers and select the following
polygons:
Press + to hide the unselected polygons
on this layer, and then Stencil
the smaller polygons in the background
layer onto the selected polygons in the
foreground.
Finally, I bevelled all of the newly stencilled
polygons with a shift of 0.5m and no inset,
then pressed the \ key to un-hide
all the hidden polygons.
That just about wraps it up for detailing
the rear panel of our object.
As a last step, Cut away all the
polygons in our current layer, and paste
them into Layer 1.
Now press m to merge all points
(Modeler should report that four points
have been elimintated) and we are finished.
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