'Lightwave'

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"Age with dignity...and lots of polys!" by Dave Maas


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Early to bed, early to rise...

This is a Detail-up modeling technique.
Detail-up implies specifically detailing geometry for defined regions, then building them together to form one full mesh.

The term form-down implies beginning with general forms and then working details into this by slicing or extruding extra geometry.
Of course, both techniques work great together, as well as with other techniques such as splines

The Task at Hand...

is a head. And not one of those slick, young catwalk heads with nothing but cheekbone to model. No, we’re diving headfirst in the deep-end. I found this interesting profile in a magazine and painted a gestural of it in Photoshop. As you can see, it offers all of those intimidating organic elements that you might not look forward to if you haven’t modeled them before: flesh, veins and wrinkles. After this tutorial, you’ll be modeling Cindy Crawford with wrinkles. It’s that much fun.

Preparation.

I like to add bold hatch marks to highlight the more prominent features. This helps to get a quick grip on the contours while modeling. Save and open Lightwave’s modeler.


Open the display panel (d) and select the z-axis panel under ’backdrop’. It’s default position is BR, or bottom right. Load the profile of our character-in-waiting under the image panel, crank the resolution up to at least 512 and reduce both brightness and contrast so that the white points and polygons don’t disappear against the image. You can also set the size of the image and model in scale, or scale afterward.

It’s also a good idea to save these presets for future sessions, particularly if you’ve setup numerous view ports with imagery.

Note: key-jumping your views
Use the numeric keypad (1 - 9) to quickly jump between preset display configurations. Holding the Contol key down while pressing a numeric opens the configuration setup window (above). Use this to assign shortcut attributes to the active key. (Make sure numeric lock is activated.)

Volume.

Again: there are basically two approaches to modeling an organic figure, with no clear line dividing the two: form-down and detail-up.
Both go hand-in-hand though, in modeling and in prepartation to model. I often build my whole model quickly as a cartoonish volume study, then pack it in a background layer to help keep me on track.

If you’ve ever sculpted with clay you’ll be familiar with the following process:
add material, work it into the model and then add detail. Well, I do the same thing in in 3D.



 

An earful!

Let’s start with the hardest task of all: the ear.

First we need material: I’ve started with a flat cone, then deleted the innermost polys.


Now spread the material out to follow the outer rim of the ear. Have the move, drag and rotate tools at hand (know the shortcuts). If I need more material I knife a row and then tweak the new vectors.

It may not look it, but half the battle is over. I’ve now skillfully and adeptly built a hole!
If I manage to fill it up, I’ll have my model!

I decide on a prominent contour running horizontally through the center of the ear and create a polygon 'bridge' by selecting the points in sequence and creating a polygon [p]. I do this twice to create two adjacent polygons.

Then I knife [k] and tweak [ctrl t] these ‘bridge’ polygons to create enough geometry to follow the contour.



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I also begin resolving the depth of the geometry, as I want to make sure there’s enough geometry for the lip of the ear.

Tada! Now we have two holes instead of one and the process starts all over again.


Well, that's about it!

You’ve gotten this far, you’ll do fine with the rest.
Have fun! Go on!

Oh alright, I’ll show you how I continued - but the groundwork has already been laid out: find the contours and add sufficient material (i.e. polygons). This leaves holes, which you bridge with more material, which you lay out along the contours, which makes more holes. Until there are no more holes...

Hey! Soon, the model is done!

 

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