By Jonny Gorden
Personality layout, modeling, and texturing are the elemental development blocks of personality animation. LightWave 3D  comic strip personality construction quantity 1: Modeling & Texturing contains either normal conception and accomplished tutorials for each element of modeling and texturing 3D characters. find out how, why, and while to take advantage of the most productive thoughts so that you could have enjoyable developing your individual significant 3D characters. the way to configure LightWave 3D for personality production, and examine the required steps of the nature notion, layout, and making plans phases. detect a number of tools for modeling characters and garments utilizing subdivision patches. comprehend the thoughts for developing advanced UV mapping. know about floor attributes and surfacing characters. improve the looks of your characters by using gradients and procedural textures. discover numerous concepts for developing photo maps and making use of them on your characters.
Read or Download Lightwave 3D 8 Cartoon Character Creation, Volume 1: Modeling & texturing PDF
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Extra info for Lightwave 3D 8 Cartoon Character Creation, Volume 1: Modeling & texturing
Copy the selected area and Paste it into a new document. 10. Save the new image. 11. Repeat steps 7 to 10 for the side view. 3-8. Front and side views ready for saving. 30 Part II Morfi In the next two chapters we jump straight into creating a character. If you’re like me, you want to get into the practical, creative work as quickly as possible, leaving the more complex techniques and explanations until later. Chapters 4 and 5 are like a quick-start guide to character creation, guiding you through creating a very simple character in a short amount of time.
Move (t) or Drag (Ctrl+t) the points at the base to fit around the legs, and the top two rows of points to fit around the neck and create arm sockets. 2-6. Move or Drag the points into position. We want a little more definition in the legs than a four-polygon circumference allows, so we need to prepare the leg socket for an extra polygon. 9. 2-7 and select the MultiplyØSubdivideØKnife (Shift+k) tool. Click and drag the cursor down over the polygon in the Right (ZY) viewport. 2-7. Create an extra edge using Knife.
In cases like this you should create an alternate character that can be swapped in at that stage of the scene. You can take this concept even further if the character is likely to be used in other scripts, by analyzing the character and thinking of things it may be required to do in later stories. You don’t necessarily need to create those abilities yet, but you can allow for them in the way you create the character. Of course when it comes to future scripts you nearly always find something you could never have predicted, but with a bit of forward thinking at this stage you drastically reduce the workload when that time comes.