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.
The first thing we will do is isolate the
polygons we will be working with.
Select the polygons shown above and Cut
them out, then Paste them into
Layer 4.
Now choose Layer 5 as your foreground and
leave Layer 4 in the background.
| Create two discs with
the following settings: |
Disc 1 |
Disc 2 |
|
|
|
| Next, create two boxes
with these settings: |
Box 1 |
Box 2 |
|
|
|
Move all of these shapes up the Z-axis
so that they do not intersect with the
polygons of the object in the background
layer.
|
Swap the background and foreground
layers, then press Shift+r
to Drill the background
polygons onto the foreground
object.
You should drill with the following
settings:
Note that we are using a new
surface name temp for
our newly stencilled polygons.
|
| Axis |
Z |
| Operation |
Stencil |
| Surface |
temp |
|
|
 |
Lightwave [6]
|
|
 |
Lightwave 5.6
|
|
|
Press w to open the
Polygon Statistics
window.
Click the black triangle next
to 'Surf' and select temp
from the popup menu.
Finally, press the + next to
'Surf' to select all polygons
that have the temp
surface.
|
Press w to open the
Polygon Statistics
window.
Click the popup menu and select
temp from the menu.
Finally, press the + next to
'with Surface' to select all
polygons that have the temp
surface.
|
We will be using the temp surface
after each Drill operation, for
ease of selection.
 |
| temp
surface polygons selected |
When all the polygons are selected, deselect
the polygons that make up the stencilled
boxes, so that you are left with only
the polygons of the stencilled discs selected.
Press q and apply the Main Details
Pipework surface.
 |
Lightwave [6]
|
|
 |
Lightwave 5.6
|
|
|
Press Shift+f to activate
the Smooth Shift tool,
then simply right-click to
create a smooth shift with
no offset.
|
Press Shift+f to activate
the Smooth Shift tool
and enter settings of Offset=0.0m
and Max Smoothing Angle=89.5
degrees.
|
Press Ctrl+v and enter settings
of axis=Z, position=93.5m.
 |
| discs
smooth-shifted out |
Next, press Shift+z to merge all
the selected polygons. Since there are
two distinct groups of polygons which
do not meet each other, the polygons will
merge into two circular polygons.
Apply the following bevels to the two disc
polygons..
| Bevel Number |
Shift |
Inset |
| 1 |
0.5m |
0.0m |
| 2 |
0.5m |
0.5m |
| 3 |
0.0m |
0.5m |
| 4 |
-0.5m |
0.5m |
| 5 |
-25.0m |
0.0m
|
|
This will smooth out the end of the extruded
disc and form a pipe.
 |
| bevels
completed |
Now deselect all polygons.
Open the Polygon Statistics window
again and select all polygons with the
temp surface, as we did in step
4). This will select
all the polygons making up the stencilled
boxes we made earlier.
 |
| boxes
selected |
Press q and assign them a new surface
called Main Details Curved, with
the following surface settings:
| Name |
Main Details Curved |
| Colour |
R.180, G.180, B.180 |
| Smoothing |
ON |
| Smoothing
Angle |
44.5 degrees |
|
Now press Shift+f to activate Smooth
Shift and do a shift on the selected
polygons with an offset of 2.0m and a
Max Smoothing Angle of 89.5 degrees.
 |
| boxes
smooth-shifted |
Now apply a new surface called Main
Details Curved (temp) to the selected
polygons at the end of the shifted area.
This surface should have the same settings
as Main Details Curved.
Now we will stencil some more shapes into
the object.
|
Create some polygons like these
in the Top view.
Swap the layers around and
use the Polygon Statistics
window to select all the polygons
with the Main Surface
texture.
|
 |
| new
stencils made |
|
Now drill the polygons in the
background layer through the Y-axis
onto the main object, again, specifying
the temp surface to facilitate
later selection. |
 |
| drilling
complete |
|
Open the Polygon Statistics window
again and use it to select all the polygons
with the temp surface.
Press q and apply the Main Details
Curved surface to these polygons.
Now apply a Smooth-Shift to the
selected polygons with an offset of 1.0m
and max smoothing of 89.5 degrees.
 |
| newly-stencilled
polygons smooth-shifted |
Finally, apply the Main Details Curved
(temp) surface to the polygons still
selected.
Now that we've built some detail poking
out of the object's surface, let's
create a little detail that is recessed
into the object.
In your face / front view, zoom in closely
to the area just above the two pipes.
Create a box here that only overlaps areas
of the main surface, do not overlap
any of the detail surfaces.
 |
| (face
view) new box created |
Once again, use the Polygon Statistics
window to select all the polygons with
the Main Surface texture, then
drill this box polygon into the main object
through the Z-axis, specifying the temp
surface.
After the drill is done, select all the
temp polygons and apply the Main
Surface texture, then Smooth-Shift
them with an offset of -1.0m.
 |
| drill
and smooth shift completed |
Finally, apply the surface Details Panel
to the polygons left selected when the
smooth shift is completed.
Now that we have some large panels sticking
out of our object, let's enhance those
by stencilling some smaller details onto
those.
Use the Polygon Statistics window
to select all polygons with the surfaces
Main Details Curved (temp) and
Details Panel. Cut these polygons
into a new layer.
 |
| polygons
cut into new layer |
Select a new layer and put these polygons
into the background layer.
Create a few small boxes like this:
 |
| new
detail boxes |
Then Drill them onto the polygons
in the background layer through the Y-axis,
using the temp texture.
 |
| detail
boxes drilled |
You can now Cut all the polygons
in this layer out, and Paste them
back into the layer containing the curved
surface they were created from.
Now use the Polygon Statistics window
to select all of the polygons with temp
surface and apply the surface Main
Details Smooth.
Next, Smooth-Shift the polygons
outwards with an offset of 0.5m and a
smoothing angle of 89.5 degrees.
 |
| detail
boxes shifted out |
Finally, use the Polygon Statistics
window to select all of the polygons with
Main Details Curved (temp) surface
and apply the Main Details Curved
surface to them.
There's a large flat area on one side of
our object, so let's use the Knife
and Bevel tool to quickly add
some more detail to this area.
Use the knife tool in the top view to slice
the object in two places. The first slice
will be made at X = -35m and the second
slice will be made at X = -54m.
 |
| top
view: new slices made |
The arrows in the image above indicate
the new slices that were made.
By using the Knife tool there, we
have created a potential problem for ourselves,
as there are now some points on the edges
of this object which will not merge with
points on the edge of the main object
in Layer 1.
We can sort this out by Merging
polygons and deleting unnecessary points.
|
(The following two images show
a close-up view of the top-left
corner of the image from step
12) in the
top view)
Begin by selecting the polygons
shown here and pressing Shift+z
to merge the polygons.
|
 |
| select
and merge |
|
Now select the points shown here
and press z to delete them. |
 |
| select
and delete |
|
Now we will repeat this for the polygons
at the front / bottom of the object.
|
Select the polygons shown here
and press Shift+z to
merge the polygons.
|
 |
| select
and merge |
|
Now select the points shown here
and press z to delete them. |
 |
| select
and delete |
|
The object will now join back onto the
main object in Layer 1 without any possible
problems at a later stage.
Select every other polygon from within
the two slices we made earlier, as shown
here.
 |
| select
these polygons |
Press b and apply the following
bevels to these selected polygons.
| Bevel Number |
Shift |
Inset |
| 1 |
-0.5m |
0.5m |
| 2 |
-2.0m |
0.0m |
|
This will leave you with a nice array of
bevelled pits in the surface.
 |
| pits
created and surface applied |
Finish them off by applying the Details
Panel surface to the polygons at the
bottom of the pits.
I'm now going to add a pair of pipes that
travel across our object, curving along
the surface.
To begin with, select a new layer and create
single points at these positions with
the Points tool (Lightwave 5.6:
, Lightwave [6]:
).
| Point |
X |
Y |
Z |
| 1 |
-40.5m |
15.0m |
-10.0m |
| 2 |
-40.5m |
20.0m |
21.5m |
| 3 |
-40.5m |
9.5m |
70m |
| 4 |
-40.5m |
-10.0m |
93.5m |
| 5 |
-40.5m |
-52.5m |
99.0m |
|
When you have created these five points,
make a curve that joins them by pressing
Ctrl+p.
Now select the curve and press Ctrl+v
then Ctrl+b. This will toggle the
end points of the curve to act as controls,
rather than as a part of the curve itself.
Next, select a new layer and put the layer
containing the curve in the background,
then create a disc with the following
settings:
| Axis |
Z |
Center X |
-40.5m |
| Sides |
7 |
Center Y |
20m |
| Segments |
1 |
Center Z |
21.5m |
| Bottom |
21.5m |
Radius X |
2.5m |
| Top |
21.5m |
Radius Y |
2.5m |
| |
|
Radius Z |
0m |
|
Select the disc, and if necessary, flip
its orientation so that it points towards
negative Z.
 |
| disc
and curve |
Apply the Main Details Pipework
surface to the disc.
We will be creating this pipe using a Rail
Extrude. This tool works by extruding
the polygons(s) in the foreground layer
along the length of a rail (curve) in
the background layer.
Activate the Rail Extrude tool by
pressing Ctrl+r or by selection
from the menus.
 |
| rail
extrude options |
We will use the Uniform Knots option,
which allows us to specify a number of
segments for the extrusion, which Modeler
will distribute according to the amount
of curve required for the shape. I will
use 20 segments.
Now mirror this new pipe across the plane
X=-44.0m to create a second pipe.
 |
| extrusion
complete |
After the mirroring is done, delete the
curve in the background layer and observe
the new pipes with the rest of the object
from this lesson in the background layer.
|
At the moment, these pipes
are just floating in mid-air,
so let's give them something
to join onto on the main object.
Create a box with the following
settings:
|
|
Next, select the points shown
and move them down by -3.5m
in Y.
 |
| extrusion
complete |
Finally, apply the surface
Main Details to the
new box.
|
Create another around the bottom of the
pipes, and deform it with the Drag,
Shear and Move tools to
that you have something like this:
 |
| second
box |
Make sure that this new box has the Main
Details texture applied, the
Cut all the pipes and end-boxes
out of this layer and Paste them
into the layer containing the rest of
the object we have been working on in
this lesson.
A good way to add a sense of scale to an
object is to add small windows on the
surface of the model. If these are built
to a realistic scale, they can be a very
good visual cue as to the size of the
object.
Begin by creating a box as shown here.
I have used the Drag tool to deform
the boxes' shape and then applied KW
Edge Smoother to remove the harsh
edges.
 |
| new
box created |
Make sure that the bottom of the box passes
through the surface of the main object,
so that we don't need to worry about actually
joining the box to the surface.
Next, select a new layer and put the box
into the background layer.
Create a few boxes in the top view that
cross the front-upper edge of our box
in the background layer.
 |
| four
stencil polygons |
Now use the Drill tool to stencil
these boxes onto the large box through
the Y-axis, using the temp texture.
Use the Polygon Statistics panel
to select all polygons with the temp
surface and apply the Main Details
surface to them, but do not deselect them
afterwards.
 |
| drilling
done |
Press Shift+f and Smooth-Shift
these polygons inwards by -250mm with
89.5 degrees Max Smoothing.
| Finally, press q
and apply a new surface called
Detail Windows with the
following settings (Lightwave
[6] users can apply these settings
in Modeler, while Lightwave 5.6
users must change the surface
settings later in Layout). |
| Name |
Detail
Windows |
| Colour |
R.255,
G.255,
B.221 |
| Luminosity |
100.0% |
| Diffuse |
25.0% |
| Specularity |
0.0% |
| Transparency |
0.0% |
| Smoothing |
OFF |
|
|
You will be left with something like this:
 |
| windows
finished |
I am now going to quickly add some extra
detail to this object, simply by creating
some boxes and pasting them into the same
layer as the rest of the object. All of
the techniques have been described in
this and previous lessons.
 |
| more
detail added |
If you are content with the amount of detail
on this object, Cut all the polygons
out of this layer, then switch to Layer
1 and Paste this lesson's object
in there.
Press m to merge all the points
that occupy the same space, and we're
all done.
Save your object, but do not merge
the layers yet, keeping them separate
will be useful while we are texturing
the object.
 |
| finished
object with no texture maps |
 |
| finished
object with no texture maps |
|