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BetterSpace: Whitestar Tutorial

Lesson 8:
The Navigational Array in the Nose

This section uses fairly straight-forward polygon techniques, and doesn't require any splines or other fancy tools like that. If you're waiting for the lower hull lesson to be posted, this lesson will relax you for when I finish the lower-hull tutorial, the grand finale where we go into spline overdrive.

Before we start, a great many people have asked me how I have altered the colours of my Lightwave interface, so here is an explanation of how to do it.

To change your interface colours, you need to load Lightwave Layout (the animation part) and choose LW_ColorChanger from the Plug-ins menu on the left of the screen.

Within this plug-in, you can alter the colours of various elements of the interface. When you are happy with your colour selection, click the Save Settings button.

Choose Save as a new file and click Ok.

Type a new short name that you will recognise, such as 'Mine' and click Ok again. You will notice that even after you confirm the next requester, nothing appears to have changed. You can even restart Lightwave, and still nothing changes.

In order to get your new settings activated, you have to do a bit of jiggery-pokery with the files that Lightwave looks at when it loads. First, close down any and all instances of Lightwave or Modeler that you might have open. If you now look in your content directory, as specified in Lightwave, you will find that (if you told the plug-in to save a new file called 'Mine') there is a new file called LWComMine.cfg. If you called it something different, you will find a file called LWCom<the name you chose>.cfg. If you can't see the file in your content directory, check the Lightwave programs folder for it (Newtek\Programs)

Rename this file to be LWCom.cfg and copy it into the file clipboard (select it and press Ctrl+c).

Next, go to your Lightwave programs folder (usually C:\Newtek\Programs or similar) and locate the file in there called LWCom.cfg. Rename this to something like LWComOriginal.cfg and then paste your new file into the folder (Ctrl+v). When you start Lightwave the next time, your new colours will be loaded up and waiting for you.

I recommend that you make the background colour fairly dark, or else when you change the colour of wireframe meshes in Layout to colours other than grey, they can be difficult to see. If you would like to use the settings that I use, I have uploaded my own LWCom.cfg file for you to use. Simply click here and save it somewhere, then go through the final step above.

The advantages of a different colour scheme are obvious when you see a comparison like this:

Okay, so now on with the tutorial.


1) Previous Step | Next Step

As always, we will be building just one half of this section, and creating the completed section by mirroring the mesh across the X-Axis.

To begin with, we need to make sure that we are building the section in the right place, and to the right scale. To do this, load up the spline cages for the lower nose, and the upper hull, then zoom in so that the nose section fills the viewports.

The image below shows the splines loaded up, and the red indicates where our new section is to built.

splines loaded in for position / scale guidance

Additionally, load up the polygon versions of the nose weaponry (WS Nose Weaponry.lwo) and the bridge (ws_bridge_assembly.lwo) into a separate layer. (The reason for this will become apparent a little later.)


2) Previous Step | Next Step

Using the two splines that define the bottom of the upper hull and the top of the lower nose as a guide, create the following boxes.

2D boxes on the X-Axis

All these boxes should be created right on the X-Axis, and are two dimensional (they have to depth).

Next, switch to the top view and use the extrude tool on each of the boxes individually so that you end up with an array of boxes like this:

extruded boxes with splines in BG layer

After you have extruded the boxes, make sure that all the polygons are facing outwards as they should be. If they aren't (as is often the case with extruding) then deselect everything and flip the lot by pressing f.


3) Previous Step | Next Step

If you check the perspective view, your boxes should look like these.

extruded boxes, perspective view

Press Q to access the Surfaces panel, and choose the surface called 'WS Nurnies' from the list. This surface was loaded in with the nose weaponry. Select the name of the surface and type a new name called 'WS Nav Array', then un-tick the Smooth option and apply the new surface to your newly-created boxes.

WS Nav Array - Based on WS Nurnies texture

You should have this...

boxes with 'WS Nav Array' texture applied.

4) Previous Step | Next Step

There are a few tweaks that we need to make to our boxes to add the necessary detail.

The first of these tweaks will transform the rather boring array of six tall, thin boxes towards the front of the assembly into the characteristic tooth-like array seen on the Whitestar.

In the top view, zoom in to the boxes in question.

top view - the boxes in question

We must now move one polygon on each of the boxes either towards or away from the X-Axis in order to form more of a wedge-shape.

The image below shows the desired shape. (Note, the original shape is shown in the background for reference.)

top view - boxes after modification

Next, your life will be made easier if you select just these boxes and hide the others. Do this by selecting some polygons from each of the six boxes in question, then pressing ] (close square brackets) to select all connected polygons, then pressing + to hide all non-selected polygons.

Switch to the front view and select the following points.

front view - select these points...

Move these points out in the X-Axis until they look like this:

... and move them until you have this

Finally, switch back to the side view and select all the points at the top of the boxes.

side view - select these points

Move these points forward in the Z-Axis until you have this.

... and move them until you have this

When this is done, press \ to un-hide all the other boxes.

completed tweaking

{Point of insanity: Ever wondered why you say 'boxes' and not 'boxen'? Makes sense doesn't it: One OX, two OXEN, one BOX, two BOXEN? Answers on a postcard to kier@ap3d.com}


5) Previous Step | Next Step

We now need to perform some bevels. These will be done using the polygons selected below.

the polygons to be bevelled

I dealt with the ins and outs of using the bevel tool in modelling back in lesson four, so I'm not going to give much detail here. Basically, you need to bevel each of these two polygons in a little, without shifting them in or out, then stretch the resulting polygons into the correct shape, then bevel these polgons out using no inset. The steps below show this. Note that these images show both the operations on both polygons simultaneously, whereas you will need to do each polygon separately.

side view - first bevel side view - stretch polygons top view - second bevel

If your bevelling went to plan, you've got this:

final result

6) Previous Step | Next Step

Two more polygons need the bevelling treatment. One of them requires exactly the same operations as the previous ones, and the second is slightly different.

This image shows the polygons to be bevelled.

the polygons to be bevelled

Once again, I will just put up a few images to show you what to do.

side view - first bevel side view - stretch polygons top view - second bevel

And you're left with...

final result

7) Previous Step | Next Step

A few little bits of geometry to add now. I'm not going to give you any instructions on how to build these bits... because if you need instructions for how to build these, what are you doing trying to model a Whitestar?

side view top view

8) Previous Step | Next Step

Another little detail to add now. Create a disc as shown below. (Note, this is the front-most of the boxes from step 4 of this lesson).

new disc, side and front views

Bevel this new disc three times until you have something approximating this:

More detail is shown in the images below.


beveled disc, side and front views

Got this? Good.

bevelled disc in place

9) Previous Step | Next Step

We will now create the blue ball-type structure that sits on the navigational array. (Sorry, I don't know what function it's supposed to perform... I just like the ship.)

Create a slightly squashed ball with 12 sides and 5 segments as shown below.

top and side view - ball thingy

Now select half of the ball and zap it. We won't be needing that bit.

select these polygons... and kill them

Now, select the points around the edge of the hemisphere as shown below, and make a polygon out of them by pressing P. Be sure to select the points in anti-clockwise order to make the resulting polygon face the right way.

(side view) select these points... and make a polygon

Switch to the top view and bevel this polygon out (no inset) so that you have something like this:

top view, after bevel

Finally, delete the selected polygon. It won't ever be seen, so we might as well kill it.

finished piece in place

10) Previous Step | Next Step

Last bit of modelling for this lesson now. The final piece is the small array of objects at the rear of the section.

Begin by creating a polygon like this: (Don't worry if you can't see the detail exactly in this image, this really only shows you where to place the polygon, see the image after this one for more detail.)

new polygon

Now extrude the polygon back slightly to give it some depth. This image shows the extrusion, and gives more detail on what the polygon should look like.

extruded polygon

Make sure that your extruded object's faces are all oriented correctly, and if they aren't, flip them.

Next, create a new box as shown below. Note that this box intersects the large box behind it.

new box

We now need to duplicate the T-shaped extrusion and have a copy of it at the bottom of the new box. Using the mirror tool as shown, create a mirror image of the T-shaped piece.

mirroring the T-piece

Select all the polygons that make up this assembly and bring up the Multiply \ (Replicate) \ Clone tool (Ctrl+c).

You need to make three clones of the assembly, with an offset in the Z-Axis. As you can see, my version requires an offset of 2.3m, but your version will doubtless require a different number to achieve the effect, depending on the scale that you are working to.

clone tool options

You should be left with something that looks like this:

assembly and three clones (side view)

If your clone doesn't go to plan, just undo the last action (u) and adjust the offset slightly until you get it working the way you want it to.

Finally, create one more box as shown below.

a new box

So, you've got this, right?

array in place

11) Previous Step | Next Step

All that remains is to apply the blue texture to the ball-thingy that we made a while ago.

Select the polygons making up the ball-thingy and press Q to access the surfaces panel.

ball-thingy selected

Once in the surfaces panel, find the surface called WS Underside and apply it to the ball-thingy's polygons. This texture was loaded into Modeler when we loaded the bridge section, right at the beginning of the lesson.

Finally, mirror the entire structure across the X-Axis, so that you complete the assembly. Don't forget to merge the points!

It may look finished now, but you also have to get rid of the excess polygons that are lingering in the middle of the assembly. Carefully select the polygons shown below and kill them. If you don't do this, your model will produce some delightful rendering errors later on...

killing excess polygons

So now it's all done, you should be looking at an assembly like this.

Save your work as WS Nav Array.lwo.

completed section

12) Previous Step | Next Step

Okay, now comes a tricky bit.

This assembly has to fit very snugly between the upper and lower nose without leaving big holes but also without poking through the skin of the hull.

Select a new layer and load up the polygon meshes for the lower nose and upper hull (WS Lower Nose.lwo and WS Upper Hull.lwo)

Now select both the layer that contains the Navigational Array, and the layer that holds the hull pieces and view them together in the OpenGL preview. Hopefully, you'll have a nice snug fit, but more likely there'll be big holes between the hull and the array, and bits of the array will be sticking through the hull's skin. I'm afraid that I can't help you here, and you're going to have to fiddle with the array yourself until you get a good fit like this:

all finished.

Next, we will get down and dirty with some really nasty splines, as we build the Whitestar's lower hull.

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Do you have any comments of questions regarding this lesson?


© 2000 Kier Darby and Alternate Perspective 3D Ltd.