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'Lightwave' |
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"Modeling a Viking ship with splines"
by Karl Stocker |
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| Let
me share some of the texturing ideas
that I have used for my own Viking
ship model. Above, the Gokstad (your
model) rigged for attack: mast down,
sail reefed, yard stowed, and oars
out.Open
your file ship_tute20.lwo |
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1.
Take the outer hull, paste
it into an empty layer, reduce
it once more to 1/4 of the
full-sized hull, and cut it
into strips, naming them H1,
H2, H3.....H8. |
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| 2.
Name the first strip H1, cut
it and paste it into an empty
layer. Do this successively
with all of the next hull
sections. I made 8 such strips.
You can make more. Fewer won't
look right. Once they are
recombined, as you can see
in my dramatization, they
are all individual entities
(Hull boards), labeled H1
- H8 from top to bottom. As
such we can texture them individually
and in spite of the extreme
curvature of each board.
Don't
recombine them at this time.
Leave them in their individual
layers. Save your file as
ship_tute21.lwo |
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3.
I also created a weight map
for each of them, which I
called H1W - H8W. Here's what
you do: Change your perpendicular
viewport from Smooth Shade
to Weight Shade. All of the
hull will now look a pale
green. To facilitate that,
I vertically combined all
of the double polygons and
hit <Shift><Z>.
This turned them into a single
polygon. Do this for each
double row. The ARROW points
at the first of the combined
polygons, while the second
set is pre-selected. Before
you go combine the two polys,
deselect the first one, or
they'll all combine vertically
and horizontally. You only
want to combine them
vertically. By the way, now you know why I quartered the hull once
more. Labor saving procedure. |
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4.
Next you can delete
all of the left-over points.
We'll talk again after you're
all finished and build the
weight maps. |
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5.
First, though, set the stage for the
use of the weight maps:
a)
Go to the Surface Editor - Pick a Hull
segment (H1 - H8).
b)
Open the Texture Editor for that segment
(H1 in this example).
c)
Go to Add Layer and select Gradient
d)
Go to the Input Parameter and select
Weight Map (since we don't have them
yet, leave the window labeled Weight
Map at "none")
e)
Set the Alpha and Parameters to 100%
f)
Click anywhere on the gradient window
and slide the new arrow to the bottom,
as shown. Pick a color for the Parameter.
I chose 157, 079, 000
Close
the Texture Editor and then in the surface
Editor copy (and paste) that color to
all of the Hull sections, the Keel,
the Mast, the Rudder (NOT the control
arm), the yard, the toprail, the deck,
the Inner Hull, the ribs, and the endcaps.
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6.
Done? Good. That took a few
minutes, didn't it? Now take
the first strip (know which
one it is, H1 - H8 - remember,
each is in its own layer),
and select all of the points
along the lower edge. The
one shown here is H3. |
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7.
Click on MAP/New Weight Map
and name it HxW (since I am
showing H3, the weight map
will be called H3W). Hit ok.
and you should see this: The
weight map. If you don't select
the points at the base, the
map will go solid red. |
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| 8.
Recombine all of the hull
segments and
save
file as ship_tute22.lwo |
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9.
Open the Surface Editor -
Open the Texture Editor for
one of the hull sections (H1
- H8) - Then, where
the arrow points,
input the appropriate weight
map that you have earlier
created: e.g. For
hull section H1 (shown here),
input weight map H1W...for
hull section H2, input H2W...and
so on. |
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10.
Now let's do something with
the deck. Select the deck
and cut and paste it to a
new vacant layer. Then quarter
it, as you did with the outer
hull. |
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11.
Go to CONSTRUCT/Knife and
start cutting this baby into
strips. The arrows show you
where to cut (looks like I've
missed an arrow). |
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| 12.
Go to the Polygon Edit Mode
and select all of the polygons.
Then bevel them as shown.
The result will be that the
deck now has slots, indicating
planks, laid down between
the ribs. |
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13.
Now it's time to select both
of the outer hull and the
deck layers, and mirror them
in the X and Z axes, and see
how this thing renders. Save the file as ship_tute22.lwo
WOW!
I must say I am pleased. All
of the slicing and weight-mapping
paid off. You may be of a
different opinion, but this
is starting to look pretty
darn good (I am biased, of
course). Tweak the colors,
add Fractal Noise and/or Turbulence
to each hull section. Slightly
different each time. It's
up to you, as will be the
addition of Vikings, weapons,
shields, and other details.
Bye ;-) for now. |
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You
can download the latest .LWO file
(22) here, including the scene file
for the left image: Viking6.zip . Depending on which layers you clear in Layout, you
can have either the Sail-up, or
the Attack configuration shown in
the image at the top of this page. |
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