You
want to try architectural modeling and
rendering in Lightwave? Well this tutorial
might get you started then. It takes you
through everything step by step, and the
picture below shows one of the final renders.
Introduction
I
remember back in the days when Resident
Evil 1 was released. One of my friends
had a Playstation and we used to sit
for hours just playing. The game story
was about a few soldiers investigating
some mysterious incidents up in the
mountains, just outside Racoon City.
During their mission, they are being
chased by something they can't identify,
and they end up in the Hall of a big
Mansion, and this is where the game
begins for the player. I remember the
first time I saw that Hall, and I was
very impressed. I've always wanted to
create graphics like Resident Evil 1,
and since I was about to write a new
tutorial, I thought I'd try it out,
and the result is quite pleasing if
you ask me. This is the first part of
the tutorial, where we will start out
with creating simple Black & White
drawings of the room shape. The tutorial
is a step by step, so even if you are
a complete beginner, you should be able
to manage this, although, I will not
explain what the different Tools do.
Designing the Room before building it
can be a wise choice, and for this I
use Photoshop, because all I need to
do is draw a few lines, set a few measurements,
so I have something to start with. Any
2D paint program should be able to do
this, since it's just a simple B&W
image. The pictures below are the ones
I made, and these are the ones we will
use.
Picture
1
Picture
2
Walls
Okay,
I take it you took a look at those B&W
drawings and got some sort of idea of
what we are going to build here. The
Hall will have two levels, Level 0 and
Level 1, and we will start out with
building the walls of Level 0. Before
we start out building, lets make sure
you have the same configuration as me.
Start
by loading up Modeler, and then bring
up the Display Options Panel by hitting
"d" on your keyboard. Click the Viewports
Tab and change the second Viewport to
the following.
Picture
3: The Viewport 2 settings
Next
click the Units Tab and set the following
settings.
Unit
System: SI
Default Unit: Meters
Grid Units: 125
Grid Snap: Standard
Click
OK when you're done to save the new
settings. Activate the Box tool, bring
up the Numeric Panel and enter the following
settings.
LOW
HIGH
SEGMENTS
X
-4,65m
X
4,65m
X
1
Y
0
Y
2,8m
Y
1
Z
-4,65m
Z
4,65m
Z
1
Close
down the Numeric Panel after you've
entered the values and hit Space to
create the box and to deselect the Box
tool. Hit "a" on your keyboard to fit
this new box in all views, it should
look something like picture 4.
Picture
4: The first box created
This
will be the main wall for level 0, but
we need to deform it a bit. Bring up
the Change Surface panel by hitting
"q", and then create a new surface called
"Walls_Wood". Give it a brown colour
(R: 170 B: 90 B: 40), enter 75% for
specular and keep the rest to the default
values, then click OK. The box should
now turn into a brown colour in the
perspective view. Switch to Layer 2
and activate the Box tool, bring up
the Numeric Panel and enter the following
values.
LOW
HIGH
SEGMENTS
X
-4,5m
X
4,5m
X
1
Y
-1m
Y
3m
Y
1
Z
-4,5m
Z
4,5m
Z
1
Close
down the Numeric Panel and then hit
Space to create the box. Switch to Layer
3 and activate the Box Tool again, bring
up the Numeric Panel and use the following
settings.
LOW
HIGH
SEGMENTS
X
-1m
X
1m
X
1
Y
-1m
Y
2,05m
Y
1
Z
0
Z
1m
Z
1
Close
down the Numeric Panel and hit Space
to create the Box. Activate the Move
Tool by hitting "t" on your keyboard,
bring up the Numeric Panel and use the
following values.
X
4m
Y
0
Z
-2,5m
Once
the values are entered, click Apply
and then close down the Numeric Panel.
We will mirror this box twice, so activate
the Mirror Tool by hitting "Shift+v",
then open up the Numeric Panel and set
the axis to Z. Keep the other settings
to the defaults, close down the Numeric
Panel and just hit Space to finish the
Mirror operation. Activate the Mirror
Tool again, bring up the Numeric Panel
and this time set the axis to X, keep
the other settings to the defaults and
close down the Numeric Panel. Hit Space
on your keyboard to complete the operation.
There
should now be 4 boxes in Layer 3, and
we need one more. Activate the Box Tool
again and bring up the Numeric Panel.
The values we used the last time we created
a box should still be inserted in the
Numeric Panel, so just close it down again
and hit Space to create the box.
We
will move this box, so use your mouse
in the Top View (Viewport 1) and drag
a lasso around it to select its points,
like in picture 5.
Picture
5: Drag a lasso around the middle box
When
the points have been selected, activate
the Move Tool again and bring up the
Numeric Panel, use the following settings.
X
0
Y
0
Z
-5m
Like
before, enter the values and then hit
Apply to move the box, and then close
down the Numeric Panel.
Deselect
everything now and switch back to Layer
2. Open up the Change Surface Panel
by hitting "q" and name this surface
"Wallpaper". Give it a light brown-grey
colour (R: 180 G: 150 B: 110), set the
specular to 0% and click OK.
What
we have in Layer 2 will make up the
Inner Walls. Layer 3 is where the doors
will be; now we just need to subtract
this out of the Main Wall in Layer 1.
Now
we are going to perform two Boolean
Subtract operations, so switch to Layer
1 and put Layer 3 in the background.
Activate the Boolean Tool by hitting
"shift+b", select the Subtract operation
and click OK. Hit "m" to get the Merge
Points Panel, and just use the Automatic
function here. 30 points should be eliminated.
Switch
to Layer 3 and delete the 5 boxes, we
don't need them anymore. Go back to
Layer 1 and put Layer 2 in the background,
perform another Boolean Subtract operation,
then merge the points. 28 points should
be eliminated this time. Switch to Layer
2 and delete the box. The content of
Layer 1 should look something like picture
6.
Picture
6: The basic Level 0 Walls
3DTotal
Advertisement - We need your support!
Since
we will be adding stairs later on in
this tutorial, we might as well prepare
some things now to make it a bit easier
later on. Switch to Layer 2 and activate
the Box Tool, then bring up the Numeric
Panel. Enter the following values.
LOW
HIGH
SEGMENTS
X
-3m
X
3m
X
1
Y
0
Y
2,8m
Y
1
Z
2,5m
Z
4,5m
Z
1
Once
the values are entered, close down the
Numeric Panel and hit Space, then hit
"a" to fit this box in all views. Working
in Top View, drag a lasso around the
points shown in picture 7.
Picture
7: Drag a lasso around these 2 points
Activate
the Set Value tool by hitting "ctrl+v",
in the Panel that comes up, set the
axis to X and the value to -1m, then
click OK. Do the same thing with the
other side but use a value of 1m this
time. The final product should look
something like picture 8.
Picture
8: The deformed box
This Box has already got the Wallpaper
surface, and we don't need to change
that. Switch to Layer 1 and put Layer
2 in the background, then activate the
Boolean Tool and this time use the Union
function. Click OK and the both Layers
will be joined. Merge the points and
4 points should be eliminated, then
switch to Layer 2 and delete the box.
Now
we will add some detail to our walls,
but first we must select the polygons
we want to add detail to. Switch to Polygon
Mode by hitting "ctrl+h" on your keyboard,
then hit "w" to bring up the Polygon Statistics
Panel. At the bottom of this Panel you
can choose to select polygons by what
surface they are carrying, check picture
9 and you'll know what I mean.
Picture
9: The Polygon Statistics Panel
So
select the Wallpaper Surface there,
and then hit the + to select them. Close
down the Panel and we're ready to continue.
We
will use the Bevel Tool on these polygons
to add doorframes, and some frames that
will follow the floor and ceiling.
First
we need to change the surface for these
polygons, so bring up the Change Surface
Panel by hitting "q", select the "Walls_Wood"
surface in the pull-down menu and then
click OK. The selected polygons should
now turn into a brown colour in the
perspective view. Keep the polygons
selected. Activate the Bevel Tool by
hitting "b" and then bring up the Numeric
Panel. We will perform 10 bevels here,
so enter one of them at a time. Here's
a tip on how to use the bevel tool.
Bring up the Numeric Panel, enter the
values for the first bevel, hit "Space",
then hit "b" and then "n" again, then
proceed with bevel number 2. Here are
the 10 bevel values.
Shift
Inset
1
-20mm
20mm
2
10mm
10mm
3
-10mm
10mm
4
5mm
2mm
5
5mm
4mm
6
5mm
6mm
7
3mm
8mm
8
0mm
10mm
9
-5mm
5mm
10
-10mm
0mm
When
you are done with the 10 bevels, keep
the polygons selected and bring up the
Change Surface Panel, and set the surface
to "Wallpaper", then click OK. Activate
the Knife Tool by hitting "shift+K",
and then bring up the Numeric Panel.
Use the following settings.
Axis:Z
Start
End
X
-5m
X
5m
Y
1m
Y
1m
Z
0
Z
0
Once
the Values are entered, close down the
Numeric Panel and hit Space to perform
the operation. This will split the selected
polygons 1m up on the Y axis, and this
will become wooden panels later on,
but first we need to deselect the upper
part. Working in the Back View (Viewport
3), drag a lasso like in picture 10.
Picture 11 shows the selected polygons
after the lasso tool.
Picture
10: Drag a lasso to deselect the polygons
above the Knife cut
Picture
11: These polygons should be selected
now
With
these polygons selected, bring up the
Change Surface Panel and change the
surface to the "Walls_Wood" one, then
click OK. If you look at the perspective
view now, the selected polygons should
have turned into a brown colour.
With
these polygons selected, we will now
perform another 13 Bevel operations.
Activate the Bevel Tool, bring up the
Numeric Panel and use the following
values, one by one.
Shift
Inset
1
20mm
5mm
2
0mm
20mm
3
-10mm
10mm
4
0mm
50mm
5
10mm
10mm
6
0mm
50mm
7
-10mm
10mm
8
10mm
10mm
9
-10mm
10mm
10
0mm
150mm
11
10mm
10mm
12
0mm
20mm
13
-10mm
10mm
You can deselect everything now and that's
it for the Level 0 Walls at this point.
Save the object as "MansionScene.lwo",
and now it is time to build the Level
1 Walls.