By Steve Warner
Comprises spouse DVD with trial types of LightWave v9.2! crucial LightWave v9 deals an exceptional consultant to LightWave 3D. Written to aid clients speedy take keep watch over of the software program, this publication is stuffed with easy-to-understand motives, time-saving information and methods, and distinct tutorials on approximately each point of the software program, together with the recent beneficial properties in LightWave v9.2! Key positive aspects: discover ways to version, gentle, floor animate, and render in the first seven chapters! grasp the LightWave v9 Node Editor for complex surfacing, texturing, and deformations. discover ways to version with polygons, Catmull-Clark/Subpatch SubDs, and splines. discover the secrets and techniques of distortion-free UV mapping and high quality texturing. learn how to seamlessly composite 3D items with real-world pictures. Create professional-quality personality animation utilizing FK, IK, and IK Booster. increase your animations with expressions, particle results, and dynamics. organize a render farm to tear via advanced rendering projects.
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Additional resources for Essential LightWave v9: The Fastest and Easiest Way to Master LightWave 3D
Every object in the real world has particular qualities that we associate with it. Apples are red and shiny. Water is transparent and reflective. Leaves are green and translucent. The part of the pipeline that deals with these visual attributes is known as surfacing. Surfacing also involves the painting of “texture maps,” which are applied to your object like decals. Painting maps is one of the most artistic parts of the pipeline, and texture artists spend a good deal of time working in programs like Adobe Photoshop and Corel Painter.
Figure 1-10: Animation is the simulation of lifelike qualities. The simplest animation involves moving an object from one position to another over time. 7 Chapter 1 · · · · · · · · · · · · · · · · · · · · · · · · · Figure 1-11: Rendering simulates the process of painting/drawing your final image. Conclusion The 3D world is a fantastic place where you can bring your creative visions to life. While points, polygons, axes, and origins may sound highly technical, these are just the mechanics behind a virtual playground that will bring you much enjoyment.
When the Display Options window is first opened, the Layout tab is shown. Here you can adjust the way that points, polygons, and edges are displayed. You can change the OpenGL texture resolution, alter the amount of perspective distortion shown in the Perspective viewports, and change the default wireframe color for your objects. You can also determine what you see and don’t see in your viewports by checking/unchecking the various “show” buttons at the bottom of the Layout tab. I typically uncheck Show Cages (the polygonal base of subpatches) as I find them distracting.