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View Full Version : Can Lightwave Model an airplane/ boat Hull Like the way they do in this C4D tutorial?



Consumer573
09-24-2014, 10:35 AM
I'm looking at taking Mat up on his crossgrade deal, but it is still a stretch for me right now. I wish I had seen this at the beginning of September. So there is some urgency. I am trying to download and get running with the trial version today. While I am waiting for LW customer service I am writing this.

I want to model boats and airplanes right now. I have a specific need to model a couple of boats fairly accurately given their hull bulkhead lines. Before Sept 30th I'd like to be able to model and render a rudimentary hull to see if the program can do what I want. This will largely determine if I buy on this short deadline.

Here is a neat way I saw it done in C4D which is intuitive to me; like building old-style balsa wood airplanes.
I found a tutorial of a P47 by Anders Lejczak on Coacola (there was also a Warhawk someplace, I think). Here’s the link:

http://www.colacola.se/wip_p47.htm

ANY POINTERS FOR WHERE A LW NEWBIE SHOULD START? TUTORIALS TO GET ME GOING? WHERE IS THE HELP FILE FOR LW?

Dan_Ritchie
09-25-2014, 06:22 PM
Saying "Airplane" lost me a job on Sky Captain and the World of Tomorrow, so I'm not sure I even want to look at anything airplane and C4D.

- - - Updated - - -

Saying "Airplane" lost me a job on Sky Captain and the World of Tomorrow, so I'm not sure I even want to look at anything airplane and C4D.

jeric_synergy
09-25-2014, 07:38 PM
Huh? What were you supposed to say? "Airship"? "Aeroplane"?

Great look in the flick, needed some g**d**n extras. It was an unpopulated world.

djwaterman
09-25-2014, 07:41 PM
I had a quick look at the tutorial, setting up a 3D blueprint like that could be done in Modeler but we usually don't and just use the background image loading into the view ports. How ever if you wanted to do it that way it's certainly do-able. But the short answer is that modeling with Lightwave is capable of making anything, planes and boats would be no problem at all. I think that cross-section approach is called lofting, I remember old tutorials about it, I never worked that way myself as it seemed a long way of doing things, as does the c4D tutorial, but if you can get accurate cross section blue-prints, it would be an exact method (although I just don't trust Blue-prints too much). EDIT- The tool in LW for lofting is called skin tool.

Here I found a tute and lofting script download http://www.foundation3d.com/forums/showthread.php?t=2940

djwaterman
09-25-2014, 07:48 PM
The tool explained.

https://www.lightwave3d.com/learn/article/modeler-tutorial-create-skin-tool-1/

djwaterman
09-25-2014, 07:54 PM
Also look into spline patching as that is a method that sort of matches the lofting method to some degree.

I think this is the famous Lewis car modeling spline patching tutorial download. http://www.foundation3d.com/index.php?categoryid=38&p13_sectionid=1&p13_fileid=921


or this http://www.foundation3d.com/index.php?categoryid=39&p2_articleid=142

ernpchan
09-25-2014, 08:15 PM
Here's an older tutorial on building a viking boat. Probably not the type of boat you're trying to build but it shows what's capable.

http://www.3dtotal.com/team/Tutorials/viking_ship/vikingship_01.php

If LightWave can build Cylon Raiders and Battlestars I'm sure LW can build what you need. Just a matter of learning how but the forum is very helpful to new users.

jeric_synergy
09-25-2014, 11:07 PM
We certainly can do lofting, but I believe in other apps is parametric and has other tasty goodness.

If our spline patches changed when we altered the splines, well, that'd be another story. A very very good story. :cry:

prometheus
09-26-2014, 09:27 AM
We certainly can do lofting, but I believe in other apps is parametric and has other tasty goodness.

If our spline patches changed when we altered the splines, well, that'd be another story. A very very good story. :cry:

And hi consumer 573, I posted some info on daz ..my alias over there phamarus.

truearts easy spline should be very handy for car and aeroplane patching
...I think, I donīt have it but to me it looks very handy..

http://www2.trueart.pl/Products/Plug-Ins/EasySpline/Graphics/Small/EasySpline_Jaguar_7.gif
http://www2.trueart.pl/Products/Plug-Ins/EasySpline/Graphics/Full/EasySpline_Jaguar_1.png
http://www2.trueart.pl/Products/Plug-Ins/EasySpline/Graphics/Full/EasySpline_Jaguar_2.png

more info here...
http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/EasySpline

Lw cad 5.....not there yet....
And nurbs surfaces (nurbs curves are there already) is about to arrive for lw cad v5, I think lw cad is a bit delayed ..but victor is working on it and I donīt have any panic so I rather see him implement it well.
So that will let us see the nurbs surface interactivly.

http://www.youtube.com/watch?v=jmtpd4boCvc

I would also stress out the free px bezier tool, itīs kind of superior to lightwave native bezier curve or spline curves, you can adjust point segments, snap in varius ways to get straight lines, curved handles..and you can then patch
them with lightwaves autopatcher or patch for segments, for good autopatching on px bezier curves with hard edges/angles...you can simply add cross section splines..px bezier drawn with hard edges will autosplit
its curve in two parts, thus you cant autopatch all at once, you need to add those cross sections where they are split, but itīs quite easy to do..then you simply run autopatch to fill the spline patching with polygons..save out curves
in background layer so if you are not pleased with the first patching..you can just kill the polyīs and redo new ones...I have also found that it seems easier now to patch in lightwave recent versions, it donīt protest of splines
not being correct as it often did before..not sure if they have improved on that.

hereīs quite a lot of videos of px bezier...and it can do a lot more than drawing good splines, create tubes, use it as a polyface creation tool, extend tool etc..
http://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.pictrix.jp%2F%3Fp%3D3760

https://www.lightwave3d.com/assets/plugins/entry/px_bezier/

What lightwave donīt have is parametric editing, so changing previous spline curves are tricker if you want to add point segments to the curve, but you can edit the curves anyway..not just exactly the same way and control as a
software with history stack.


If I got the time I might be able to record a showcase of pb_bezier curves, and connect them and then patching them..some basic stuff.

I forgot cm loft, also free ...it can loft between curves too or between polys.
https://www.lightwave3d.com/assets/plugins/entry/cm_loft/

and a reptile head creation in splines...a little old but valid, from our beloved Larry (splinegod) who passed away but are with us in spirit and knowledge.
http://www.youtube.com/watch?v=VOcyliN80sI&list=UUq8-TmkFGxlXZIyNrfop0yA

jeric_synergy
09-26-2014, 09:28 AM
EasySpline would DEFINITELY be a huge help in this task.

prometheus
09-26-2014, 09:39 AM
you want aeroplanes..you get shuttles...
commercial training though...so you know it is possible.
http://simplylightwave.com/lightwave-tutorial/t576/

prometheus
09-26-2014, 10:08 AM
Checking the cinema4d tutorial, that seems to be more of box modeling aproach but with nurbs, that can be done equally with box modeling in lightwave, using bevel,multishift and the tweak tool I would say and the basic size and stretch and rotate tools.
hit tab key from time to time to see the rounded subpatch object..or work direcly in subpatch mode and perhaps have the cages showing too.
the tweak tool is cool if you work with symmetry, it autopikcs edges,points or faces and you can extend out faces too...I do wish they implement multiselection of elements with a shift ctrl and click on those edges or faces I want to tweak.


there are a couple of basics you need to know..you model mostly in modeler..save it always before you can use it in layout..there are some basic model tools in layout though..and in layout you can deform meshes and
save out as freezed transformed object..for terrains for instance.

you should incorporate the habit of having numeric value panels open..hit "n" and place the numeric panels as you want them..close modeler and restart..it will now have saved that as configuration so you donīt have
reconfigure it everytime.

Tab key in modeler....that will switch your polys to subpatches..that is an aproximation of metaformed subdivided mesh..which will look very smooth...and tab to get back to original poly structure..all this will be
valid through the modeling process, you can add more freezed geometry by subdivide metaform it too..but then if you tab it to subpatches..it will also have more subpatch data to deal with.

Michael

OlaHaldor
09-26-2014, 11:18 AM
I made a train using splines and patching just a few weeks ago. It was my first try at using splines and patches..
It took some tries to get a grasp on it, but once you understand the workflow there's nothing stopping you from creating anything aerodynamic.

jeric_synergy
09-26-2014, 11:27 AM
I figure a good demo would be:

create spline example
patch
use patch as subd cage
add control edges with new-ish edge tools
use NetDrag and magnet to shape curves
Freeze to polys if necessary.

"Morph" might assist in creating cross sections (the command, not the process).

prometheus
09-26-2014, 12:07 PM
for a main body of an aeroplane, you could for instance just create a disc or a spline curve ring, array in the z axis a couple of times and you have cross sections, shape different sections with different tools like magnet or tweak tool or drag point tool.
then run the cm loft command on it.

Though it might be more effective to lay out the profile..rigth or left view with spline curves, and make cross sections from that, thereīs so many ways, even box modeling or start of with the capsule tool, and edit that with spline guide as a starter.

jeric_synergy
09-26-2014, 01:45 PM
Hayzeus, cm_loft was written for LW7.0. (!!!!) :eek:

Nothing native is comparable, is it????
124504

prometheus
09-26-2014, 02:02 PM
Hayzeus, cm_loft was written for LW7.0. (!!!!)

Nothing native is comparable, is it????


nope..donīt think so...perhaps create skin..but that triangulates the mesh and I donīt think you can skin more than between two segments.and only polys no curves...with loft you can use as many curves or poly faces you want and itīs quads and you can set resolution
of the mesh.

jeric_synergy
09-26-2014, 02:21 PM
Well, I think the OP's project just became a lot more doable.

prometheus
09-26-2014, 02:43 PM
Px bezier curves also works with cm loft, so you can build a skeleton structure of spline cross sections, copy and paste and move along your prefered lenght or use rail clone to clone the curves and edit those splines if you need to before running cm loft, just have to make sure that each spline is one curve, if you are using straight splines or hard angles in the bezier spline, that spline might consist of two or more curves, if you merge them with merge polygons, then the splines will be to smooth, you could leave it
at sharp multicurves..but then you would have to go for spline patching and connect those splines along the other direction...a little hard to describe.

jwiede
09-26-2014, 03:29 PM
And hi consumer 573, I posted some info on daz ..my alias over there phamarus.

truearts easy spline should be very handy for car and aeroplane patching
...I think, I donīt have it but to me it looks very handy..

I do, EasySpline would make this task quite easy, and offer some of the same parametric goodness that the C4D workflow allows. Recommend.