The first thing any Lightwave animator/modeler does before starting
a project is to amass some form of reference material. This
could be in the form of blueprints, sketches, or - if you're
copying an existing object, as we are - stills or pictures.
I've found when building B5 meshes that the best resource
for reference material can be found on the net. Hyperspace
is a superb website run by Lars Joreteg, and which catalogues
every existing B5 ship out there. I downloaded the following
images from the website as starters for reference material
- however, I also watched a few episodes to get a feel for
the shuttle. I advise you to do the same.
With that said, let's get on with the fun.
Begin by opening up Modeler. First lets make sure we're all
using the same settings. Open options, (), and set everything
to the following:
Now, according to the Babylon 5 Technical Manual,
the shuttle is 36m long, so we might as well make it accurate.
Press a to center the screen to 500mm, then use the
< button to zoom out six times, so the grid is set
to 5m.
Now that we had everything set up, lets get down to the modeling.
Click on the Box Tool located under , or press Shift+x.
Open the numeric requester using n.
What we're going to do is create the main bulk of the ship.
An important point about making spaceships - or indeed any
type of craft - is to always build it so that the front/nose
of the ship points up the z axis. The reason for this becomes
apparent in Layout, in that the ship will now move and rotate
correctly.
Back to our ship, and lets put in the following options:
| |
Low |
High |
Segments |
| X |
-8.5m |
8.5m |
1 |
| Y |
-4.2m |
4.2m |
1 |
| Z |
-18m |
18m |
2 |
|
This will create a box facing up the z axis, made up of two
segments. Click on points at the bottom, then select
the four points in the middle of the box.
With the points selected, move them 7.5m up in the z axis.
You can either do this manually, or by using the numeric selector,
n. I came about the figure merely out of guesswork
as to what would look right, so by all means experiment and
don't be afraid to do your own thing.
Now we have the basic box, it's not exactly very exciting,
so let's do something about that.
Make sure you've deselected the previous points, and now
select the top four. We're going to stretch these into the
middle. Select stretch from , or just type h.
Bring up the numeric requester using n, and input:
| |
Factors |
Center |
| X |
50% |
0 |
| Y |
100% |
0 |
| Z |
100% |
0 |
|
This will give us something that looks like this:
It's still not very interesting. Time to add the final touch
to the basic shape. Deselect all the points, and then select
ONLY the ones on the top right. What we'll do is use the info
command (press i) to find out the position of the
points on the x axis. On my model, the points were located
at 4.25m, but it may be different on yours. Simply substitute
whatever number you have in the following steps.
Deselect the points again, and it's time to use the knife
tool. Select it from ), or press Shift+K.
Now you can either do this manually - here's a tip, hold
down the ctrl button while dragging to restrict the
axis - or use the numeric requester. I'll use the requester,
since it's easier for you to follow along that way. Set the
axis to Y, then put in the following:
| |
Start |
End |
| X |
4.25m |
4.25m |
| Y |
0m |
0m |
| Z |
-20m |
20m |
|
|
|
| |
Start |
End |
| X |
-4.25m |
-4.25m |
| Y |
0m |
0m |
| Z |
-20m |
20m |
|
|
The values for Z don't really matter, as long as it covers
the entire box. Since we set the box to be 36m, anything greater
than that is fine.
Do this again, but this time replace 4.25m with -4.25m. This
will create a segment on the left half of the box too. What
you'll end up is a box with 3 segments.
Select all of the points on the outside of the box. You should
have 8 points selected. Now, we'll stretch these down to conform
with the shape of the Shuttle.
Now that's a bit more like it. It's finally beginning to
look less and less like a box, and more like... well.. something
else.
It's never too early to think about surfacing!
Always remember to give your surfaces names as you create
them. This way it's easier for you to keep track of what goes
where, and saves a lot of grief later on when it comes time
to texture the model. Imagine having to go in and manually
name and segregate each surface when the model was completed
- it would be a nightmare, so make sure everything's set up
as you go along.
Press q to open the surfaces panel, or click on , and name the
surface "Hull_Body".
Give it the following properties:
| Name |
Hull_Body |
| Colour |
R.200, G.200, B.200 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
10 |
|
You may be asking yourself, why are we making this surface
smooth? And what does an angle of 10 do as opposed to 89?
Well, the biggest giveaway that something's been done in
CG is nasty sharp corners. By giving it a small smoothing
angle, we're telling the renderer only to smooth it a little
bit, and thus dampen the sharpness of the corner slightly.
This is better than no smoothing at all, and adds very slightly
to realism later on.
This is further enhanced by what we'll do next.
There's a little known, but handy plugin which will smooth
off corners for you. Kier talked about this in his earlier
lesson, "adding detail to spaceships":
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.
Make sure you've got all the polygons selected (tip: use
the lasso tool for bulk selections), and run the plugin from
the menu.
We'll leave most of the settings as they, except to change
the edge width to 0.1m. This should round out the corners
nicely.
If you go into the surfaces panel, you'll notice that there
are now two surfaces - our Hull_Body, and Default. This is
actually a blessing in disguise, because what's happened is
the plugin has named the new surfaces created Default. This
can be remedied in the plugin interface, but it's actually
want we want, as we want to have quick and easy access to
the main panels without having to select and deselect the
corners every time.
Select all surfaces named Default, and rename it to "Hull_Body_2".
Give it exactly the same settings as before.
Okay, the basic shape of the ship is down, now time to add
some preliminary details such as windows and so on. First
we'll add those weird looking things on the sides of the ship
- I have no idea what they're supposed to do, but they effectively
add to the realism of the ship, in that they are supposed
to do something.
Often when creating spaceships, it's important to think a
little about the things you're going to add to it for realism.
Cleverly placed boxes can be a lot more interesting than randomly
placed ones.
Right, we'll use the clone tool for this job, but
first let's create one of these things on the side. We'll
call them Dock Cushions.
Switch to another layer, and select the box tool.
Hold down the ctrl key to restrict the axis, then draw
out a perfect square box, so that it rests just on the side
of the ship, and is the same height as the side.
Press enter to create the box, then select the surface facing
on the -x axis. This will be the surface which can't be seen,
since it's effectively inside the main part of the ship. Since
we don't need this, it's wasted, so press delete to
get rid of it and save us some memory.
You'll be left with a box with one side missing. Select all
of the points on the right of the box. Now use the stretch
tool on both the y and z axis to bring these points in about
70%.
What we have now is something of a half pyramid, as if it
were missing its top half. Open the surfaces panel using q,
and name the surface "Dock_Cushions". Give it the
following attributes:
| Name |
Dock_Cushions |
| Colour |
R.115, G.120, B.115 |
| Diffuse |
100% |
| Smooth |
Off |
|
You don't need to worry about smoothing here, since this
is supposed to be some type of mechanical instrument, and
you probably won't get close enough to see it in all its splendor.
Lets just add one more thing to the dock cushion before we
clone it. As it is, it doesn't particularly look very technical,
it's just a box. So, let's add some more boxes on top and
below. What I did was to switch to a third layer and create
a small box like the one shown below. Using the mirror
tool you then create three further boxes - once mirroring
the z-axis, then on the y-axis.
You could give these smaller boxes their own surface name
and/or colour, but we'll leave them set as "Dock_Cushions".
You should now have something looking like this:
Time to clone this little devil. Select the Clone
tool, (), and it's time
for some more guess work. What we want is for the dock cushion
to repeat along the side of the ship, with a decent distance
between each. I used the following settings:
| Number of Clones |
5 |
| Z Offset |
3.9 |
|
Perfect. Now, we want the same cushions running down the
other side of the ship too, so let's mirror it using the mirror
tool. Hit the numeric requester, and set the plane to X, and
the position to 0. Hit enter and you'll have a set of cushions
on both sides.
Now, simply copy this layer and paste it into the first layer,
and you'll be left with:
Not bad for a few minutes work, eh?
Now save this as "Shuttle_Assembly_1.lwo". You
have been saving as you went along, right? Always save often!
I make it a point to save my work whenever I pause to think
on what to do next - that way, you never loose what you've
done should there be a power cut.
Right then, lets add some windows for our imaginary crew
to look out of.
These are really nothing more than boxes booleaned into the
side of hull. But, we'll do it a different way - a smarter
way, which will give us a bit more realism. It will take a
little more effort, but it looks good.
Create a small box near the front middle of the ship. The
normal method would be to boolean this into the ship, but
what we'll do is stencil it in.
First, though, let's clone this a few times. Use the clone
tool to create four more boxes, each 2m apart.
Right, make sure that you have the ship in the active window,
and the boxes in the background layer - this can be done by
pressing the ( ') button. Now lets use the Stencil
Drill tool, , and select the
Stencil option. In the stencil surface bar, write "Windows_Inset"
- this will create a new surface with this name, and apply
it to the stencil. Press enter and see what happens!
Hit w to bring up the surfaces, and select all the
ones assigned to Windows_Inset. Press q and we'll give
it some surface settings:
| Name |
Windows_Inset |
| Colour |
R.170, G.170, B.170 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
10 |
|
With Windows_Inset surfaces still selected, we'll use the
bevel tool, button b. We're going to bevel it
twice:
Now we have some nice insets for our windows,
but they need some fixing. Don't deselect
the polygons just yet, but instead use
the move tool to push them up slightly.
With the Window Insets complete, lets set the current surfaces
to be our actual windows. So, press q, and name the
surfaces "Windows_Glow".
 |
Lightwave [6]
|
|
 |
Lightwave 5.6
|
|
|
Give the surface the followings settings:
| Name |
Windows_Glow |
| Colour |
R.255, G.255, B.221 |
| Luminosity |
100% |
| Diffuse |
25% |
| Specularity |
0% |
| Transparency |
0% |
| Smooth |
Off |
|
|
Lightwave 5.6 Modeler only has limited surfacing capabilities,
so we'll have to do the bulk of our texturing later
in Layout.
For the time being, give this surface the following
settings:
| Name |
Windows_Glow |
| Colour |
R.255, G.255, B.221 |
| Diffuse |
25% |
| Smooth |
Off |
|
|
Right, we're looking good so far.
Now lets finish up this lesson by adding the cockpit area.
Creating the cockpit is a rather complex and laborious process.
I'll tell you how I did it, but if you still can't manage
it, I'll be providing the end result for download.
You can get it here: Cockpit-Temp.lwo
First, we need to create a box. This should be placed on
the top front hull.
What we're going to do is use the metaform tool to
soften the edges, and give it a nice roundness. First, we
have to set about cutting it with the knife tool. Using
the knife tool and move tool, shape the box using the following
as a guideline:
Try and see if you can do it yourself first,
but if you can't then download the cockpit
here: Cockpit-Temp.lwo
Using this object, we'll metaform it. Before that,
however, go to ) and set the patch
division to 1. Now click
and use the default value of 1. This will round out the corners
and give it a much more defined shape:
Right, that's the shape of the cockpit, let's call up the
surfaces panel, q, and name it "Hull_Cockpit".
Give it the following settings:
| Name |
Hull_Cockpit |
| Colour |
R.200, G.200, B.200 |
| Diffuse |
100% |
| Smooth |
On |
| Smoothing Angle |
89 |
|
So now lets add some windows for our pilots to navigate out
of. Switch to a free layer, and create a box near the front
of the cockpit. Give this box the "Windows_Inset"
surface. We're going to use exactly the same method as we
used before to create the windows, so this should be relatively
easy. Mirror the box, so there are two boxes at the front
of the cockpit, like so:
Now, as before, we switch layers and use the stencil
tool under . Make sure the
stencil surface is "Windows_Inset" then hit enter.
Use w to select all the surfaces under Windows_Inset
- this should only be the cockpit ones, since you're working
in a separate layer to your ship's hull.
Before beveling, it's extremely important to merge
these smaller surfaces into one surface. Press Shift+z
or select and you'll now
have 2 polygons instead of 12. With the two polygons still
selected, hit z to cut them out. Then hit v
to paste them back in. You may ask yourself why this is necessary
- it makes sure that when we bevel the surfaces, they won't
affect the smoothing on the cockpit hull...
Bevel the surface twice using the following settings:
Go back, and try beveling the surface without cutting it
out first and you'll see what I mean about the smoothing errors.
The final thing to do is a little clean-up. The merging of
the polygons has created a few null points, so lets remove
them. Select points at the bottom, then hit w.
There should be 4 points with no polygons, so select them
all and delete them.
Now the cockpit's complete, let's cut it out and put it together
with the rest of the ship:
Should you have had problems creating the cockpit, I've provided
a number of object files showing it at various stages of evolution.
Save your ship as "Shuttle_Assembly_2.lwo".
|