26.
So now we have all of the objects
modeled and textured but we still
don't have anything that resembles
a lily. No problem, that's about to
change. First, parent all of the objects
to the main stem ('stembig.lwo'.)
Create a Null object and name it 'Lily
Parent Null'. Now parent the main
stem to the null. What we have just
done is given ourselves the ability
to adjust the position of the entire
lily through one object.
27.
We are now able to arrange the objects
that comprise the lily into what we
feel best matches our reference image
or our imagination. Also, by having
modeled the 'stemsmall.lwo' object,
we can clone this around the plant
in various places so that we can attach
some more flowers. Have fun! This
is where all the work that we have
done pays off!
28.
Once you have assembled the lily to
your liking, save the scene as something
like 'lilyloader.lws'. Guess what,
that's it! Now, anytime you wish to
use the lilies in a scene, simply
go to the Objects panel and choose
'Load From Scene', choose 'lilyloader.lws'
and all the objects will be loaded
into your current scene. Their hierarchies
will be intact and their texture maps
perfectly aligned, just the way you
left them. You may even want to set
up a few scenes, each with slightly
different versions of the plant to
avoid obvious repetition.
This is a very useful technique for
getting around the lack of UV Mapping
support in LightWave as it allows
you to align the textures properly
while still being able to replicate
a group of objects as many times as
is necessary. This technique can be
applied to any type of object that
requires similar control over the
texturing and positioning.
Closing up
Figure
22: Final image
Figure
23: Another example
of digital botany
The
final product that I ended up with
after this tutorial is what you see
in Figure 22. Of course, yours will
probably look substantially different
due to the variation in texture maps.
The
technique described in this tutorial
can be used as a basis for the creation
of an entire scene, as shown by the
work-in-progress in Figure 23. Once
you get the hang of it, you'll find
that it works wonders for digital
botany no matter how great the task.
Although
greenery does add a lot to an image,
be careful not to rely on it to make
your image look good. Always keep
in mind that proper lighting, modeling,
texturing, and composition all come
together to form the final image.
Hopefully this tutorial showed you
that beautiful and intricate flowers
and plants can be created with relative
ease. The realism that they add to
your images is certainly well worth
the effort it takes to create them.
Chris
MacDonald is a freelance artist and
a junior in high school living in
Fredericksburg, VA. He is currently
working in conjunction with Team Komodo
and Komodo Comics on the new 3D comic
book, Platinum. Chris is an avid Lightwave
user specializing in environmental
photorealism such as botany, terrain,
and man-made structures. He can be
reached at busha@aol.com.