By Jonny Gorden
Personality layout, modeling, and texturing are the elemental construction blocks of personality animation. LightWave 3D  comic strip personality production quantity 1: Modeling & Texturing comprises either common idea and finished tutorials for each element of modeling and texturing 3D characters. learn the way, why, and whilst to exploit the best strategies so that you may have enjoyable growing your personal tremendous 3D characters. how one can configure LightWave 3D for personality construction, and research the required steps of the nature proposal, layout, and making plans levels. become aware of a number of equipment for modeling characters and garments utilizing subdivision patches. comprehend the strategies for developing advanced UV mapping. know about floor attributes and surfacing characters. improve the looks of your characters by utilizing gradients and procedural textures. discover numerous suggestions for growing snapshot maps and using them for your characters.
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Additional resources for Lightwave 3D 8 Cartoon Character Creation, Volume 1: Modeling & texturing
Display OptionsØBackdropØ PresetsØSave All Backdrops. 10. Click OK to close the Display Options. Now we’re ready to move on to the next stage and start modeling. 2 Modeling the Body If you haven’t already, launch Modeler and load in the backdrops for Morfi that we set up in the previous stage. 1. Open Display Options (d) and click on the Backdrop tab. 2. Click the Presets pull-down and select Load Backdrop. 3. cfg. 4. Click OK to close the Display Options. You can see the character is only 53 centimeters tall, which for all I know could be quite tall on his planet, but by most characters’ standards is pretty small.
2-9. Adjust the points. 38 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · Creating Morfi Morfi Legs and Feet The legs and feet are nice and easy to make. The big feet require some careful rigging later, but since big feet are often a feature of cartoon characters it’s good to cover. 1. Select the open points at the leg socket, Extend, and move them down. Stretch the points about 50% vertically so they’re roughly perpendicular to the direction of the leg. 2-10. Extend and Stretch.
Hiding these polygons lets us see the arm more easily from the Top view without being obscured by the legs and feet. 6. Select the four open points again and Extend and Move four more times, adjusting the points to fit the background image. 2-23. Use this image as a guide for positioning the points from the Top view. You can see the arm is slightly bent, which is useful for when we rig the character. Also note the narrow bands of polygons at the elbow and wrist; these will give us nice deformation at those joints.
Lightwave 3D 8 Cartoon Character Creation, Volume 1: Modeling & texturing by Jonny Gorden