When you are patching a large and complex
model, it can quickly become confusing
as to what patch fits where, and it is
easy to lose sight of the underlying structure
when all you have is a mass of polygons.
In order to avoid this, I patch my models
in stripes, which use temporary surfaces,
which allow me to quickly identify and
select problem areas. You can see these
stripes at work in some of the earlier
images in the Whitestar
v4.0 preview.
You will see the convenience of editing
and revising that this approach offers
later in this lesson.
Let's start by patching the some of the
easier areas. Follow the instructions
in the following table:
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| a1 |
r1 |
r4 |
pu5 |
e2 |
5 |
3 |
|
Just so you don't whizz off doing all the
curves without knowing what you should
now be looking at, this image shows what
you should have just created.
If this is what you've got, then carry
on, but if not, did you use the correct
curves? The curves are all named in
Lesson 7a, so refer back to that if
you need to.
Once you have something like the image
above, do not deselect anything or cut
out the faces, move straight on to the
next part.
Onward now, as we continue to patch stripe
a.
Rather than deselecting everything and
then fighting to reselect the curves,
only deselect curve 4 from each
step in the table, then select curve
4 from the next step and patch the
quad formed by this.
As an example of this, I will talk you
through making patches a1, a2 and
a3.
You should have the curves r1, r4, pu5
and e2 already selected, and the
patch that they form already created,
as we did that in the previous step. Now
carefully deselect curve pu5 by
clicking on it, and then hold down SHIFT
and carefully select curve e2.
Patch this area with 5 perpendicular and
4 parallel knots, then carefully deselect
curve e1 and then SHIFT-Select
curve pu4 and patch the area with
5 perpendicular and 5 parallel knots.
This is the system which we will use for
the whole of the patching process, so
get used to it, as it will speed the way
you work considerably. The table below
shows the necessary details to patch the
whole of stripe a, but remember
that we have just created a1, a2 and
a3, so don't patch them again.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| a1 |
r1 |
r4 |
pu5 |
e2 |
5 |
3 |
| a2 |
r1 |
r4 |
e2 |
e1 |
5 |
4 |
| a3 |
r1 |
r4 |
e1 |
pu4 |
5 |
5 |
| a4 |
r1 |
r2 |
pu4 |
pu3 |
5 |
5 |
| a5 |
r1 |
r2 |
pu3 |
pu2 |
5 |
5 |
| a6 |
r1 |
r2 |
pu2 |
pu1 |
5 |
5 |
|
Hopefully you will be left with this.
Assuming that this is what you are looking
at, deselect everything but remain in
Polygon Selection mode.
Press W to display Polygon Statistics
and click the
button next to Faces as show below.
This will select all of the newly created
polygons, but leave the curves behind.
Cut these polygons out, and place
them into a new layer. Put the layer containing
the curves into the background so that
you are looking at this:
Throughout this lesson, DO NOT MERGE
POINTS unless I tell you to, as this
will make editing later much easier.
Press Q and assign these polygons
the following surface:
| Name |
Temp Colour 1 |
| Colour |
50,
0, 180 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
NO |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
Now press the apostrophe key (the one above
the TAB key and to the left of
1 on your keyboard) to swap the
layer order.
I'm assuming that you're now looking at
the layer with the curves in it, with
the polygons in the background layer,
much like this:
We can now continue to build the next stripe.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| b1 |
r4 |
r3 |
pl5 |
F2 |
3 |
3 |
| b2 |
Does not
exist... I'll explain
in a minute... |
| b3 |
r4 |
r3 |
F1 |
pu4 |
3 |
5 |
| b4 |
r4 |
r3 |
pu4 |
pu3 |
3 |
5 |
| b5 |
r4 |
r3 |
pu3 |
pu2 |
3 |
5 |
| b6 |
r4 |
r3 |
pu2 |
pu1 |
3 |
5 |
|
Now use the Polygon Statistics window
to select only the new faces.
If you followed this correctly, and didn't
get too distracted by b2 not existing,
you will have something like this:
It should be clear now that you have built
this stripe why b2 does not exist.
If we made patch b2, it would actually
be invisible once we had patched the extensions
of the sides of the bridge (defined by
the extension rails e1-e4) and
if it were present, it would cause horrible
rendering errors in that area.
Press Q and assign these polygons
the following surface.
| Name |
Temp Colour 2 |
| Colour |
200,
200,200 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
NO |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
Now Cut these polygons out, swap
the layers with the apostrophe key and
Paste them back.
Temporarily turn on OpenGL and you should
be looking at this:
Return to wireframe preview mode and swap
the layers back.
The next stripe will complete the main
section of the bridge, leaving us to deal
with the more tricky extensions.
Use the following table to create stripe
c.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| c1 |
r3 |
r2 |
pl5 |
e2 |
5 |
3 |
| c2 |
r3 |
r2 |
e2 |
e1 |
5 |
4 |
| c3 |
r3 |
r2 |
e1 |
pl4 |
5 |
5 |
| c4 |
r3 |
r2 |
pl4 |
pl3 |
5 |
5 |
| c5 |
r3 |
r2 |
pl3 |
pl2 |
5 |
5 |
| c6 |
r3 |
r2 |
pl2 |
pl1 |
5 |
5 |
|
Once finished, select these polygons using
the Statistics window and assign
them the Temp Colour 1 surface,
then cut them out and place them in the
layer with the rest of the polygons.
You may remember from lesson 7a that there
was a hole at the front of the bridge
which we need to fix. We will do this
now.
If you zoom in closeley to the front of
the mesh, you will see this hole
Now select patches a6, b6 and c6,
and hide all the others by pressing +
on the keyboard.
 |
| plugging
the hole |
The image above shows the points which
need to be selected to fill this hole,
and the polygon which you will create
with them. Select the points from the
bottom and work upwards to avoid having
to flip the polygon afterwards.
To prevent the stripes a b and c
being connected at this time by this new
polygon, select it and cut it out, then
paste it right back again.
Your hole should now be fixed.
The time had to come eventually, and here
it is. We will now patch the extensions.
We will start at the base, where the extensions
join the neck of the bridge. The table
below will show you how. Remember not
to deselect all the curves inbetween each
patching operation.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| d1 |
e1 |
e2 |
r4 |
epu1 |
4 |
4 |
| d2 |
e1 |
e2 |
epu1 |
epu2 |
4 |
3 |
| d3 |
e1 |
e2 |
epu2 |
epu3 |
4 |
4 |
| d4 |
e1 |
e2 |
epu3 |
w1 |
4 |
5 |
| d5 |
e1 |
e2 |
w1 |
w3 |
4 |
8 |
|
If all went well, you should have a stripe
of patches running down the length of
the extension.
Select the polygons and apply the surface
Temp Colour 2 to them, then cut
them out and paste them into the layer
with the rest of the patches.
You've got this, right?
While we're dealing with those long extension
curves, let's patch the bottom of the
extension. Same rules apply.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| e1 |
e4 |
e3 |
r3 |
epl1 |
4 |
4 |
| e2 |
e4 |
e3 |
epl1 |
epl2 |
4 |
3 |
| e3 |
e4 |
e3 |
epl2 |
epl3 |
4 |
4 |
| e4 |
e4 |
e3 |
epl3 |
w2 |
4 |
5 |
|
The results of this are shown below.
Cut out those polygons and paste them into
the other layer.
That stripe doesn't look quite complete
yet does it? And for that matter, neither
does stripe d.
To finish them off we need to patch around
the bridge supports. Use the table below.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| d6 |
s3 |
s4 |
w3 |
w4 |
4 |
3 |
| d7 |
s3 |
s4 |
w4 |
sp1 |
4 |
5 |
| e5 |
s2 |
s1 |
w2 |
sp1 |
4 |
5 |
|
After you have moved the new polygons into
the other layer, you will be left with
this:
(This image shows two views, as you can't
see the top when you can see the bottom
and vice-versa.)
We will now patch along the sides of the
extensions to make them solid. This gets
a bit fiddly...
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| f1 |
e4 |
e1 |
F1 |
epu1 |
3 |
4 |
| f2 |
e4 |
e1 |
epu1 |
epu2 |
3 |
3 |
| f3 |
e4 |
e1 |
epu2 |
epu3 |
3 |
4 |
| f4 |
e4 |
e1 |
epu3 |
s1 |
3 |
5 |
|
When these patches are made, apply the
surface Temp Colour 1 to them and
move them into the other layer.
Now for the other side:
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| g1 |
e2 |
e3 |
F1 |
epu1 |
3 |
4 |
| g2 |
e2 |
e3 |
epu1 |
epu2 |
3 |
3 |
| g3 |
e2 |
e3 |
epu2 |
epu3 |
3 |
4 |
| g4 |
e2 |
e3 |
epu3 |
s2 |
3 |
5 |
| g5 |
e2 |
e3 |
s2 |
s3 |
3 |
8 |
|
Cut these polygons out and paste them into
the other layer, which should now look
like this:
We will now patch the rest of the supports
before finishing-off with the wing section.
These two patches don't really form a stripe,
but it's convenient to name them as a
group, so I've called them stripe h.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| h1 |
s1 |
s4 |
e4 |
sp1 |
8 |
5 |
| h2 |
s3 |
s2 |
e2 |
sp2 |
8 |
5 |
|
The image below shows these patches in
place.
So now the whole thing is patched with
the exception of the hole on the outer
edge of the support, from whence the wing
will protrude.
People often ask me what I think is
the most critical piece of hardware
when it comes to modelling objects
like these. They usually expect me
to say 'the processor' or 'the graphics
card', but I usually surprise them
with my response.
I would say that the processor is of
minimal importance, unless you're
working on a really high detail
model (which the Whitestar, with its
paltry 20,000-30,000 polygons, most
certainly is not). Neither is it the
graphics card, because whilst a speedy
OpenGL display is superb to work with
(and once you've had one, you can
never go back), it's not really essential.
I built the first version of the Whitestar
on my Amiga, with its pathetic 14MHz
68020 processor and 32 colour display,
and it was fine... well, almost.
My recommendation for the piece of
hardware that will help the most with
this kind of modelling is the monitor.
I've been through them all, from working
on the TV screen with my Amiga 500,
through a 14" goldfish bowl with
my A4000, a 15" beast with my
P133, to a 17" monster with my
dual P200MMX. From struggling with
a resolution of 640x480 on the Amiga,
to struggling to see a 1024x768 display
on the 15", there's just never
been enough screen. Well now there
is. I'm sitting here dictating this
(through IBM Viavoice 98: buy it!)
and watching the text appear on my
lovely 21" mammoth. Now I can
comfortably run a screen resolution
of 1600x1200, and let me tell you,
Lightwave has never been better. I
don't have to zoom-in to see small
curves and select individual points,
and I can see individual polygons
on the Whitestar, rather than a big
grey mass. It's sped up my work massively.
So there you are, forget shelling out
for that Xeon processor or the Oxygen
GMX card, just get a big monitor.
Of course, if you can have the Xeon,
the GMX and the huge monitor...
nice isn't it!
Hmm, I went off on that one because I remember
trying to patch this section with an 800x600
display, and it was hell. Hopefully you
won't have the same problems.
We'll start with the top of the wing, and
curl around to the bottom.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| i1 |
w1 |
w3 |
e1 |
wP3 |
8 |
8 |
| i2 |
w1 |
w3 |
wP3 |
wP1 |
8 |
5 |
| i3 |
w2 |
w4 |
wP2 |
wP4 |
8 |
5 |
| i4 |
w2 |
w4 |
wP4 |
e3 |
8 |
8 |
|
Notice that this stripe is broken in the
middle, but this will be remedied by stripe
j which we will create in the next
step.
Move these polygons into the polygons layer
and compare your result with this:
And now for the last stripe before the
patching process for this lesson is completed.
This stripe is the painfully thin strip
of polygons around the edge of the wing
section.
| Patch Name |
Curve 1 |
Curve 2 |
Curve 3 |
Curve 4 |
Perp. Knots |
Para. Knots |
| j1 |
w2 |
w1 |
s1 |
wP4 |
3 |
8 |
| j2 |
w2 |
w1 |
wP4 |
wF2 |
3 |
5 |
| j3 |
wP2 |
wP1 |
wF2 |
wF1 |
3 |
8 |
| j4 |
w4 |
w3 |
wF1 |
wP3 |
3 |
5 |
| j5 |
w4 |
w3 |
wP3 |
s4 |
3 |
8 |
|
Apply the surface Temp Colour 2
to these polygons, cut them out and paste
them into the other layer.
Your completed mesh should look like this
(image altered to show mesh)
Save this object as ws_bridge_non-merged.lwo
Now we can put together all the pieces
from lesson 7.
Load the object ws_bridge_bulge.lwo
into a new layer. This will add the surface
information from this object to our list
of available surfaces.
Return to the layer that contains the object
we've been building throughout this lesson
and, whilst in polygon selection mode,
draw a rough selection across the base
of the supports as shown below. Don't
worry if your selection isn't exactly
the same as mine.
Now press ] (close square bracket)
on your keyboard to select all connected
polygons.
Hopefully, this has selected the patches
e5, d7, h1 and h2. If it
hasn't, select them manually.
Press Q to bring up the surfaces
panel and apply a new surface with these
settings:
| Name |
WS Underside |
| Colour |
50,
0, 180 |
| Diffuse |
100% |
| Specular |
100% |
| Glossiness |
64 (Medium) |
| Double Sided |
NO |
| Smooth |
YES |
| Smoothing Angle |
89.5 |
|
This surface is called WS Underside
because the surface used on these
supports is identical to the one used
on the underside of the lower hull, which
we will construct in a later lesson.
Use the Mirror tool to mirror the
whole object across the X-axis.
Change to the layer containing the object
ws_bridge_bulge.lwo and move it
into the same layer as ws_bridge_non-merged.lwo.
Make sure you are in Polygon selection
mode and press W to access the
Statistics window.
Press the
next to Faces to deselect any polygons
that are currently selected, then choose
Temp Colour 1 from the pop-up menu.
Press the
next to With Surface to select
all polygons with the surface Temp
Colour 1
Now select Temp Colour 2 from the
pop-up and press the
next to With Surface again in order
to select all polygons with the Temp
Colour 2 surface.
Now press Q to open the Surfaces
window and choose the surface WS Bridge
Skin from the list. Apply this surface
to the selected polygons.
Deselect all polygons, change your preview
type to Solid and carefully inspect
your model to ensure that there are no
problems with the mesh.
If you find none, you can now press M
to merge all points and then Ctrl+T
to triple all polygons.
You should now save this object as ws_bridge_assembly.lwo.
|