Joan of Arc Lightwave

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Joan of ArcWe bring you Michel Rogers famous Joan of Arc tutorial in Lightwave, if you are a Max user and this is new to you the original is fee and can be found in French as Michels site http:// and in English at www.3dtotal. com.

INSPIRINGIf there has been one single tutorial that has educated and inspired more budding 3d artists than anything else, this complete step by step project by Michels must be it. The community is in debt to him and next month we will be interviewing the man himself!

Download the Front and Prole Images for modeling Joan of Arc from the 3dcreative web site here:



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lightwave: joan of arc

remade for lightwave by

Joan of Arc by Michel Roger Vojislav Milanovich

Modelling of the bodyWhy model the body if the nal character has clothes ? First of all it is a good exercise and you should never miss the opportunity to go in at the bottom of the things and because it will be very easy to take support from the body to model clothing later, thus giving a true volume to the character. Of course there is no need to make the body with lots of details, thus the feet will be very simplied and the hands will be modelled as gloves. Right rst of open Image Editor (F6) and load backdrop images face.jpg and prole.jpg

viewports are now saved in separate les and they can easily be loaded after restarting the Modeller

4 - Still in Right Viewport, use Extender Plus (e) to extend the beginning of the leg and adjust the points using Drag tool.

2 - Under Create-Primitives choose Box (X) press n to bring numerical requester and close to create basic 1m cube.

5 - In Perspective Viewport select two side polygons of the foot and activate the Bandsaw tool (Multiply-Subdivide-More-BandSaw), check Enable divide box and click OK. 1 - Open Backdrop Options panel (EditBackdrop Options or tap D and switch to Backdrop card in the top menus. Under Viewport select BL (Bottom Left viewport) and load face.jpg, check Pixel Blending and select 512 for Image Resolution. For BR (Bottom Right viewport) load prole.jpg, and also check Pixel Blending and 512 Image Resolution. Beginner note: Its good to save backdrop presets for images since LightWave doesnt load them after restarting program. Its under Presets-Save All Backdrops. Presets for all 3 - Use the Size (Modify-Transform-Size, or H) and Move (Modify-Translate-Move, or t) in Right Viewport to adjust the cube to toes in background image. Use Drag tool (ModifyTranslate-Move, or Ctrl+t) to adjust cubes edges to the toes. Lasso select left most side of the cube and extend it with Extender Plus tool (Multiply-Extend-Extender Plus or e) and move it slightly to the left. Repeat extending step three more times. Again use the Drag tool to adjust it to t the image. 6 - Add another Bandsaw for the leg side using the method described as above.

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7 - Active Subpatch tool from the ConstructConvert-SubPatch (or the Tab shortcut) to convert model into subdivided one. Press q to change the surface name to something like body and give it some clear colour so we can see what we are doing. (Note: This is way it is more simple to do in LW than in Max so the next two steps are skipped because they arent necessary)

10 - Select the top 4 polygons of the leg and delete them. Select the top points of the leg and use Extender Plus tool to continue extending along the rest of the leg and adjust to t the shape of the leg.

12 - Views from front, right, back and perspective.

13 - Switch to Points Selection mode (Ctrl+G) and select points in order shown in image. 11 - Add three more sections using Extender Plus tool to ensure enough geometry to correctly fold abdomen and tweak the points if necessary. Its a good idea to save your work 8 - With Drag (Ctrl+t) and Size (Shift+h) tools adjust control points so they t the background images. now. Beginner note: Always save your work. Theres nothing more frustrating than hours and hours lost due to power failure or such. You can nd Save option under File-Save Objects, but shortcut s saves your model and your time. Theres also Shift+s shortcut for incremental saving of your work which basically add revision numbers after your model name (modelname_v001, _v002 and so on). 14 - Switch to Polygons Selection mode (Ctrl+H) and select polygons shown in image. Join these two polygons by using Merge Polygons tool from Detail-Polygons-Merge 9 - Select the marked polygons and apply BandSaw tool add another subdivision along the front side of the leg. Polygons (Shift+z shortcut) Hit e to extend this polygon once. Using Weld option from Detail-Points-Weld (Ctrl+W) join these two points.

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15 - Change Action Center to Origin mode. You can do this from Bottom Menu-Modes-Action Center: Origin or by pressing Shift+F6. Activate Stretch tool from Modify-TransformStretch (shortcut key h) and holding Ctrl key left click and move mouse to the left until its stretched 0% in X axis. Beginner note: In the lower left corner of Modeller interface there is Info box with numerical information about what you currently do. So, when you are moving the mouse to stretch polygon, like we did in previous step, it will show how much in percents we are doing this, so just keep moving until it reaches 0%. Holding Ctrl key while doing the action will lock it to only one axis.

17 - Activate Mirror tool from the MultiplyDuplicate-Mirror (Shift+v) and tap n to bring in numeric requester for the tool. Make sure all values are set to zero and Axis is set to X.

19 - Repeat previous step and make 5 more extends. Adjust geometry to t one shown in the front, right and back views of the model. Beginner note: Dont be too scared if your geometry is not identical to the images shown. With time and experience youll train your eye to know whether something is wrong or not. Just keep practicing and tweaking until it looks right. Its always a good idea to nish the whole model in correct proportions and then tweak ne details. Change your perspective viewport from wireframe shade to smooth shade to check polygon ow. You also might want to change from SubDivides to polygons and vice versa to make sure everything is right. This is easily done in Modeller by pressing Tab key to switch between modes.

18 - Select top row of points and extend (e) and move (t) them up twice. Using Scale (H) and drag (Ctrl+t) tools make necessary adjustments to t the geometry. Beginner note: There are two ways of selecting points needed in previous steps. First is to use Lasso select by clicking the right mouse button and dragging around the area you wish to select. Another, and sometimes much easier way, is to select two points in a direction you wish to select and activate Select Loop tool found in View-Selection-More-Select Loop. You may wish to create a shortcut for this tool because you will certainly nd it more than useful.

16 - Select these two polygons and delete them as they are not needed and they only cause trouble when changing from Polygons to SubDivisions (tab key) due to LightWave inability to convert n-gons (polygons with more than 4 points) to SubDivision surfaces.

20 - Since we are going to work on both sides of the model, turn the Symmetry mode on. This is done by simply clicking on the Symmetry button in the bottom menu bar of Modeller or by Shift+Y shortcut. Select the polygons shown in image. Cut them in half using QuickCut1 tool

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found in Multiply-Subdivide-More-QuickCut1. Switch to Polygon Selection mode (Ctrl+h) and deselect all polygons by clicking on the blank grey area under the left toolbar or by pressing slash key (/).

one selected, Weld Average joins them into the average distance between selected points, while Unweld is opposite of the Weld tool.

25 - Turn the Symmetry mode off. While working in Point Selection mode deselect everything and weld upper and lower ending points as shown in the image. Dont forget to repeat the same for the other side of the model.

23 - Repeat previous step for points on the back side of our cut model as shown in the 21 - Select polygons shown in image. Notice how Modeller selects polys on both left and right sides of the model. Click twice DetailPolygons-SpinQuads tool (or press Ctrl+k twice) to correct geometry ow. Turn the Symmetry mode off and switch to Point Selection mode (Ctrl+G) or by simply pressing the space bar. Deselect all points in the same way we did for polygons in previous steps (click the grey blank area or tap /). image and dont forget to do the same for both left and right side of the model. 26 - The model looks nice so far but we still need to make gluteus more round. Well apply the same technique of cutting and welding to add more geometry to control the subdividing. Turn the Symmetry Mode on (Shift+Y) and select 5 polygons shown in image. Apply QuickCut1 and deselect everything (/).

24 - Be sure you are in the polygon work mode. Turn the Symmetry mode on (Shift+Y). Select the 7 polygons on the back of our model shown in the image. Cut them in half using QuickCut1 tool. 27 - Exit Symmetry mode (Y) and weld points shown in image (two welds in total). Do the same for the other side of the model. 22 - Select points in order shown in image. Join them by using Weld tool (Ctrl+w). Repeat the same for the other side of the model for symmetry sake. Beginner note: Weld tool (Details-Points-Weld or Ctrl+w) join