Click here for the BetterSpace index.

BetterSpace: Whitestar Tutorial

Lesson 1:
Basic Spline Technique and Building the Lower Nose

Your first step in building the White Star will be to learn the basics of modelling in Lightwave with the man's modelling tool: Splines. Nothing elso will do. You can't get around this by saying, "Oh, but I'd rather use MetaNURBS..." If you want to use MetaNURBS or Metaform, you'd better go away and model something else less complicated. The White Star is a complex form of soft compound curves and sharp points, which is impossible to create with any grace using subdivision surfaces (Metaform, MetaNURBS).

To make reading this tutorial easier, I have used a little short-cut. To save typing Open the Objects menu and select Box... I have rather written Objects \ Box and underlined the text. This is true for all functions nested under the Objects, Modify, Multiply, Polygon, Tools and Display menus. If the function is held under a sub-section, I have included this in the form Tools \ (Curves) \ Smooth. I hope this is not too confusing. To avoid some confusion, when refering to the Points, Polygons and Volume buttons at the bottom of the Modeler screen, I have called these Point-Select, Polygon-Select and Volume-Select.

To begin with, you will load Lightwave Modeler.


1) Previous Step | Next Step

Press d to bring up the display options. Set the following preferences:

Orientation Quad: Side
Preview Type Wire
Visibility all checked
Unit System SI
Default Unit meters
Grid Units 1 2 5
Grid Snap Standard
display options

Press OK.

2) Previous Step | Next Step

You now need to begin building your splines. To do this, select Polygon / Points. You will now draw the lower rail-curve of the lower-nose section.

1-first-spline.gif (3530 bytes)
drawing the first spline

In this illustration, the grid size is 5 meters. The arrow shows the direction of the spline (the first point you place should be the one on the right, and the last should be the one on the left.) Once you have drawn these points, press Tools \ (Curves) \ Make (or Ctrl+p) to make the curve. If this does not work, deselect all the points on screen, and then select them in order from right to left, then make the curve. When the curve is completed, ensure that the points of the curve all have an X value of 0.

3) Previous Step | Next Step

One curve is not enough I'm afraid. In fact, if you build the White Star in exactly the way I have, you will end up with 141 curves made up of 502 points. The next step is to create the upper rail curve for the lower-nose.

1-2nd-spline-side.gif (3561 bytes)
drawing the second spline

To make this curve, create the necessary points as before, with the exception of the final point on the right. Once the points are placed, deselect them all. Next, select the newly placed points in order, starting from the left. Finally, select the point belonging to the lower rail-curve at the far-right. With all these points selected, make the curve.

Your next task is to modify the points of this curve to form half of the top rail-curve of the lower-nose. Select the upper rail and then select Modify \ Drag. Drag the points of the upper rail-curve to form the shape shown in the image below.

1-2nd-spline-side-drag.gif (3555 bytes)
modifying the second spline
4) Previous Step | Next Step

We will be creating only the right-hand side of the ship with splines, and eventually using the mirror tool to create the rest of the ship. However, before this can be done, we must ensure that when we finally mirror the resulting geometry to make both halves of the nose the join is smooth. This is true of all profile curves which cross the X axis. To do this, select the second point from the right on the upper-rail and mirror is across the X axis. Next, select the newly created point and the point on the far-right of the upper rail and make a curve between them with Ctrl+p. This is only a temporary curve. Next, select both the new curve and the upper rail curve together. Select Tools \ (Curves) \ Smooth and watch the results. Deselect all the curves and then select the temporary curve on its own. Delete it by pressing z. You should be left with something which looks like this:

1-2nd-spline-top.gif (3758 bytes)
smoothing the second spline across the X axis

An alternative to this method is this: After mirroring the correct point and creating the temporary curve, select both the temporary curve and the upper rail. Select Polygon \ (Revise) \ Merge or press Shift+z to merge the two curves into one single curve. Next, select the curve and observe which end of the curve the small diamond appears over. If the diamond appears as it does in the image above, select Tools \ (Curves) \ End CP or press Ctrl+n. If the diamond appears over the other end of the curve, select Tools \ (Curves) \ Start CP or press Ctrl+b.

Both of these techniques have the same results. We have told Lightwave to use the point on the left of the X axis as a reference control point. This means that Lightwave will shape the curve as if the extra point is a part of it. All curves which cross the X axis must have the same treatment for this model.

Save your work at this point as WS_Splines_1.lwo


5) Previous Step | Next Step

To make a polygon mesh from a spline cage, we must make patches with either three or four sides. Four-sided patches always make for better results, but in some cases a three-sided patch must be used.

1-first-cross.gif (2235 bytes)
making the first profile curve

To create this curve you need to place just two points. The first needs to be placed just above the point to the far-left of the upper rail-curve. The second needs to be placed between the point at the far left of the upper and lower rails. This second point needs to be mirrored across the X axis. Now, select the points in the face view, starting with the newly created point and working left. When all five points are selected, make the curve. Finally, select the curve and make both end points into reference control points by pressing Ctrl+b and then Ctrl+n. You will be left with a curve looking like the yellow curve in the image above.

Save your work at this point as WS_Splines_2.lwo


6) Previous Step | Next Step

Now that we have three curves, it is time to test the spline cage. Select the two rail curves first, and then select the new profile curve. When you have all three curves selected, make the spline patch by selecting Multiply \ (Sweep) \ Patch or by pressing Ctrl+f.

1-first-patch.gif (4801 bytes)
the first patch on test

Select the default options: 10 perpendicular knots and 10 parallel knots. Press OK. When the patch is made, you will see polygonal geometry something like the image above. If the polygon arrangement of your geometry is not similar, and seems to radiate from the back of the shape, you selected the curves in the wrong order. Delete the geometry you have created and experiment with selecting the curves in a different order before patching them.

If you turn on your Open GL or Quickdraw 3D preview mode, you will see that there are nasty errors around the front of the shape. This always occurs when you attempt to make a three-sided patch, and is the reason why four-sided patches are so preferable. To fix the problem to some degree, deselect everything and then select a few of the polygons making up the new shape. Take care not to select any of the curves. You need not select all of the polygons, because if you now select Display \ (Selection) \ Sel Conn (Select Connected) or press ] (left square bracket), Lightwave will do it for us.

When all the polygons are selected, check to see which direction the polygon normals are pointing. The majority of the points should point downward, but if they do not, select Polygon \ (Transform) \ Flip or press f to flip them so that they point down.

1-flipping-normals.gif (8812 bytes)
polygon normals facing down and up

Next, select Tools \ (Points) \ Merge or press m. Press Automatic and then OK. This will remove the excess points created when patching three curves. Inspect the shaded preview to see the results. You may find that the errors look even worse... this is due to the limited accuracy of the shaded preview and is fairly rare: the results will become apparent in the final render from Layout.

As a trial run for when we have finished making the model, select Multiply \ Mirror or press Shift+v. Position the mirror on the X axis in the top view and press Enter. Deselect everything and make sure that you are in Polygons-select mode, then select Display \ (Selection) \ Statistics or press w. In the Polygon Statistics window, press the + next to Faces and close the window. You will see that all the polygons are selected. Select Cut or press x to cut these polygons out of the current layer. Next choose an empty layer and select Paste or press v to paste the polygons into it. With nothing selected, merge all points as you did before. 41 points should be eliminated. Using your shaded preview, inspect the object you have made to check for any major problems. If you find minor problems, in most cases the Lightwave renderer is vastly superior to the shaded preview and will eliminte the glitch for you.


7) Previous Step | Next Step

The polygonal geometry we just created was purely a trial run, and is not yet refined enough to be finished. Delete all the polygons now by pressing z. The lower nose of the White Star has a more complex shape than we can define with just two rails and a profile curve. We need more profile curves, and we will create them in exactly the same way as the last one.

If you followed the instructions and images closely during the first few steps of this lesson, your rail curves will join-up nicely and the next part of the lesson will be easy. If however, you strayed from the path, you will need to go back and sort out your rails.

1-points-4-new-profiles.gif (3831 bytes)
points to be joined by profile curves

The points shown here will be connected with profile curves, which are shown in the background layer of the image. Connect the points shown with curves created in the same way as before.

The profile curve toward the left of the cage needs three points in between where it intersects the two rails, whereas the shape of the forward curve is controlled entirely by the reference points, with no need for additional points between the rails. The most important shape to achive when creating the curves is the one seen in the face view, shown here. The grey arrows indicate the position of the points on the more complex rear curve.

1-new-profiles-shape.gif (5182 bytes)
face view of the new profile curves

Save your work at this point as WS_Splines_3.lwo


8) Previous Step | Next Step

With these secondary profile curves in place, the spline-based modelling of this section of the White Star is complete. Only a few steps remain, and the first of those is the patching of this cage.

With all patching operations, the order in which you select the splines to be patched is important and affects the resulting geometry. In order to reduce confusion and having to re-patch areas of models, I use the simple method of always selecting the rail curves first, and then selecting the profile curves afterward. This illustration demonstrates the selection order for the rear patch of the White Star lower-nose.

1-patch-lownose1.gif (4783 bytes)
selection order for patching

When these curves are selected, press Ctrl+f to make the patch. Specify 20 Perpendicular Knots and 10 Parallel Knots. Press OK to finish the operation. With the curves still selected, click once on the profile curve on the far left to deselect it, then hold down Shift and select the third profile curve. Patch the curves with the same settings of 20 and 10 and press OK. Next, deselect all the curves and press w to bring-up the Polygon Statistics window again. Select all faces in the same way as you did before, by pressing the + next to Faces. Close the window and cut the polygons out by pressing x. Select a fresh layer and paste the polygons into it.

What you now have in your layer are two separate patches, which appear to be joined but in fact are not. To demonstrate this, click on a polygon at the left edge of the shape. Next, select all connected polygons by pressing the right square bracket. As you can see, only half of the shape has been selected. Check that the polygons are facing in the right direction (downwards) and correct them by pressing f to flip them if they are not. Do the same for the other piece of geometry in the layer.

1-patch-lownose2.gif (5647 bytes)
checking that polygons face correctly

Return to the layer with your splines in it. We will now create the final patch for the lower-nose. Select the two rails first, and then select the right-most profile. Press Ctrl+f and patch the section with 20 perp. and 10 para. knots. When this is done, select all the polygons making up the patch and check to see that they face correctly, flipping them if necessary, then press m to merge the points. 210 points should be eliminated.

1-patch-lownose3.gif (8366 bytes)
the final patch made

Cut the new patch out and paste it into the layer containing the other polygon patches. With nothing selected, merge all points by pressing m. The three patches are now one piece of geometry, and you should see the difference in your shaded preview where the patches used to meet. Select Polygon \ (Transform) \ Surface or press q to give all these polygons a surface name. Type WS Lower Nose Skin into the requestor and change the attributes to the following:

Name WS Lower Nose Skin
Colour 190,193,182
Diffuse 100%
Specular 100%
Glossiness 64 (Medium)
Double Sided Yes
Smooth Yes
Smoothing Angle 89.5°
surface settings

Save your work at this point as WS_Lownose_construction_1.lwo


9) Previous Step | Next Step

To complete this section of the White Star, we need to do a few touch-up operations and add a little detail. The first step is to create the hole in the lower-nose which the neck of the lower-hull passes through.

To do this, select the polygons shown here and delete them by pressing z.

1-hole1.gif (7917 bytes)
polygons for deletion

You will notice that the selection of polygons was almost rectangular, except two corners of the rectangle were missing. Select the two polygons which make up the missing corner and cut them out, pasting them into a new layer. Select Polygon \ (Create) \ Remove or press k to kill the polygon data, but leave the points. We will deal with the points from the polygon which was on the left first. In Points-select mode, select three points in the order shown in the next image, then create a three-sided polygon from them by selecting Polygon \ (Create) \ Make or pressing p.

1-hole2.gif (6394 bytes)
softening the corners of the hole

Do this for the set of points left by the polygon which was on the right, so that the effect is to soften the corner of the hole, as the new triangle on the left has done. When both polygons are made, check to see that they both face down and flip them if necessary, then cut them out and paste them back into the layer with the main part of the model in it. Now merge all points to fasten the triangles to the rest of the model. These new triangles will help to make the hole look less oblong, and the smoothing in the renderer will make the result look much better with these new polygons.

1-hole3.gif (8213 bytes)
points selected to be moved slightly upward

To complete the hole, select the points around its edge as shown here, and then move them very slightly upward to form a very subtle dent in the bottom of the shape. Don't move the points too far up or the final render will have ugly errors.


10) Previous Step | Next Step

The last thing to do is to create the glowing tip of the lower nose from which the White Star's main beam weapon fires. This task is particularly easy.

1-glow-tip1.gif (8132 bytes)
knife in position

Simply select Multiply \ Knife or press Shift+k to enable the knife tool. Position the knife over the tip of the lower-nose shape and press Enter to perform the knife operation. Select Display \ Zoom or press Crtl+z to zoom the display. Draw a small box over the tip of the model where the knife cut was made.

1-glow-tip2.gif (7655 bytes)
polygons selected for new surface assignment

Select all the polygons to the right of the knife cut and assign a new surface to them by pressing q and entering the following details into the requestor:

Name Light Strips
Colour 255, 255, 160
Diffuse 100%
Specular 0%
Glossiness 64 (Medium)
Double Sided No
Smooth Yes
Smoothing Angle 180.0°
surface settings

11) Previous Step | Next Step

That is all the modelling we need for this section of the White Star. All that remains is to mirror the geometry to form a complete piece of the final ship. Press the Copy button or press c to copy the model, then paste it into a new layer. Using the copied model, select the mirror tool (Shift+v) and reflect the model in the X axis.

1-mirror.gif (7505 bytes)
mirroring the model

Once the mirror is completed, ensure that everything is deselected and merge all points.


1-lownose-shade.jpg (11148 bytes)
the completed section

You should now save this completed section as WS Lower Nose.lwo. This piece will later form part of the completed model.

 

Index

Next Lesson

Do you have any comments of questions regarding this lesson?


© 2000 Kier Darby and Alternate Perspective 3D Ltd.