44
page 1 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc Joan of Arc We bring you Michel Roger’s 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 Michel’s site http:// mr2k.3dvf.net/ and in English at www.3dtotal. com. INSPIRING If 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 Michel’s must be it. The community is in debt to him and next month we will be interviewing the man himself! Download the ‘Front’ and ‘Profile’ Images for modeling Joan of Arc from the 3dcreative web site here: front profile

Joan of Arc Lightwave

Embed Size (px)

Citation preview

Page 1: Joan of Arc Lightwave

page 1 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Joan of ArcWe bring you Michel Roger’s 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 Michel’s site http://

mr2k.3dvf.net/ and in English at www.3dtotal.

com.

INSPIRING

If 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 Michel’s must be it. The community

is in debt to him and next month we will be

interviewing the man himself!

Download the ‘Front’ and ‘Profile’ Images for

modeling Joan of Arc from the 3dcreative web

site here:

front profile

Page 2: Joan of Arc Lightwave

page 2 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Modelling of the body

Why model the body if the final 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 simplified and the hands will be

modelled as gloves. Right first of open Image

Editor (F6) and load backdrop images face.jpg

and profile.jpg

1 - Open Backdrop Options panel (Edit-

Backdrop 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 profile.jpg, and also check

Pixel Blending and 512 Image Resolution.

Beginner note: It’s good to save backdrop

presets for images since LightWave doesn’t

load them after restarting program. It’s under

Presets-Save All Backdrops. Presets for all

viewports are now saved in separate files and

they can easily be loaded after restarting the

Modeller

2 - Under Create-Primitives choose Box (“X”)

press “n” to bring numerical requester and

close to create basic 1m cube.

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 (Modify-

Translate-Move, or “Ctrl+t”) to adjust cube’s

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 fit the image.

4 - Still in Right Viewport, use Extender Plus

(e) to extend the beginning of the leg and

adjust the points using Drag tool.

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.

6 - Add another Bandsaw for the leg side using

the method described as above.

Joan of Arc by Michel Roger

remade for lightwave by Vojislav Milanovich

Page 3: Joan of Arc Lightwave

page 3 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 3 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

7 - Active Subpatch tool from the Construct-

Convert-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 aren’t

necessary)

8 - With Drag (Ctrl+t) and Size (Shift+h) tools

adjust control points so they fit the background

images.

9 - Select the marked polygons and apply

BandSaw tool add another subdivision along

the front side of the leg.

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 fit the shape of the leg.

11 - Add three more sections using Extender

Plus tool to ensure enough geometry to

correctly fold abdomen and tweak the points if

necessary. It’s a good idea to save your work

now. Beginner note: Always save your work.

There’s nothing more frustrating than hours

and hours lost due to power failure or such.

You can find Save option under File-Save

Objects, but shortcut “s” saves your model

and your time. There’s 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).

12 - Views from front, right, back and

perspective.

13 - Switch to Points Selection mode (Ctrl+G)

and select points in order shown in image.

Using Weld option from Detail-Points-Weld

(Ctrl+W) join these two points.

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

Polygons (Shift+z shortcut)

Hit “e” to extend this polygon once.

Page 4: Joan of Arc Lightwave

page 4 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 4 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

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-Transform-

Stretch (shortcut key h) and holding Ctrl key

left click and move mouse to the left until it’s

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.

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.

17 - Activate Mirror tool from the Multiply-

Duplicate-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.

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 fit 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 find it more than

useful.

19 - Repeat previous step and make 5 more

extends. Adjust geometry to fit one shown in

the front, right and back views of the model.

Beginner note: Don’t be too scared if your

geometry is not identical to the images shown.

With time and experience you’ll train your eye

to know whether something is wrong or not.

Just keep practicing and tweaking until it looks

right. It’s always a good idea to finish the whole

model in correct proportions and then tweak

fine details. Change your perspective viewport

from wireframe shade to smooth shade to

check polygon flow. 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.

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

Page 5: Joan of Arc Lightwave

page 5 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 5 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

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 (/).

21 - Select polygons shown in image. Notice

how Modeller selects polys on both left and

right sides of the model. Click twice Detail-

Polygons-SpinQuads tool (or press Ctrl+k

twice) to correct geometry flow. 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 /).

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 points into the place of the last

one selected, Weld Average joins them into

the average distance between selected points,

while Unweld is opposite of the Weld tool.

23 - Repeat previous step for points on the

back side of our cut model as shown in the

image and don’t forget to do the same for both

left and right side of the model.

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.

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. Don’t forget

to repeat the same for the other side of the

model.

26 - The model looks nice so far but we still

need to make gluteus more round. We’ll 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 (/).

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.

Page 6: Joan of Arc Lightwave

page 6 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 6 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

28 - Enter the Symmetry mode (Y) and select

the polygons shown in image. Merge polys

by choosing Detail-Polygons-Merge Polygons

(Shift+z). Adjust your geometry by dragging

control points, because the buttocks might look

a little bit flat.

29 - Select the top points of the model and

extend them using Extender Plus (e), move

them up and adjust them to fit the backdrop

image. Repeat the same step until you get to

the shoulders.

30 Repeat extending twice more to get to the

place where the neck meets the body. Tweak

the points to create a nice round shape for the

neck.

31 - Select four polygons that will make the

base of the arm and delete them.

32 - Be sure you are in polygon work mode

(tab). You will need more polygons for the arm

so select the polygons above the arm base

from upper to lower and do the QuickCut1.

33 - Select points as shown in image and weld

them (Ctrl+W). Do the same for the other side

of the model.

34 - Select open points that make the base of

the arm and extend them using Extender Plus

tool (e). Move them (t) and adjust the shape.

Do it once more to create the shape of the

shoulder.

35 - Continue with extending (e) and reshaping

three more times to create the upper part of

the arm.

36 - Keep on extending and tweaking nine

more times until you get to the wrist.

Page 7: Joan of Arc Lightwave

page 7 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 7 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

37 - Now, let’s move to the breasts. Exit

Symmetry mode, select points shown on the

image, and apply Detail-Points-Weld Average.

Do the same to the other part of the model.

38 - In polygon work mode (Tab) select the

two polygons shown in the image and apply

Multiply-Subdivide-Triple (Shift+t). Repeat the

action for the other side.

39 - Enter Symmetry mode and move the

center point in the Right Viewport to match the

background image.

40 - Select points shown in image

41 - Select polygons shown in image and

apply Multiply-Subdivide-Split (Ctrl+l). Repeat

last two steps for the other side of the model.

42 - Select the four polygons shown in image

and apply QuickCut1.

43 - Select the shown points and weld them

(Ctrl+w). Repeat for the other side of the

model.

44 - Select polygons in image and apply Triple

(Shift+t)

45 - Select shown points and weld them

(Ctrl+w) and repeat the same action for the

other side of the model.

Page 8: Joan of Arc Lightwave

page 8 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 8 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

46 - Select polygons and merge them

(Shift+Z). Select polygons rounded with red

and apply QuickCut1 to them. Press Space to

switch to Polygon Selection Mode, deselect

everything and bring up statistic window by

pressing shortcut key “w”. Click on the little

+ next to the 2 Vertices to select all two point

polygons created by welding points and

delete them by pressing “-” key. These are

not needed, because subdivisions only work

with 3 and 4 sided polygons. Press “Tab” key

to switch to Subdivision surfaces, turn the

Symmetry mode on and adjust the shape of

the breasts by using Drag tool (Ctrl+t).

47 - Breasts after adjustments

Now we are going to make certain corrections

to the geometry flow to ensure everything is

going to work well when we setup bones and

deformers for the model.

48 - Select these two polygons and apply

QuickCut1 to them.

49 - Make two welds on marked points

50 - Select the shown polygons and merge

them (Shift+z) and repeat the same for the two

below triangles.

51 - Select shown polygons and apply

SpinQuads (Ctrl+k) to them once.

52 - Select marked polygons and apply

QuickCut1

53 - Weld points in order shown on image.

Page 9: Joan of Arc Lightwave

page 9 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 9 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

54 - SpinQuad marked polygons once

55 - QuickCut1 on selected polygons

56 -Weld points in order shown on image.

57 - QuickCut1 on selected polygons

58 - Welding end points.

59 - Select two marked polygons and merge

them (Shift+z), apply the same for the two

lower triangles.

60 - Select marked polygons and QuickCut1

them.

61 - Deselect everything and weld (Ctrl+w) two

marked points. Repeat these two steps on the

other side of the model.

62 - Select polygons in order shown in image

and apply QuickCut.

Page 10: Joan of Arc Lightwave

page 10 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arcpage 10 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

63 - Weld points marked on image and repeat

the same step for the other side of the model.

64 - Select polygons marked in image and

merge them (Shift+z) to get rid of unnecessary

triangles.

Now you can proceed onto fine tweaking of

model shapes. Use Drag (Ctrl+t) tool to move

control points to your desire making certain

curves less or more pronounced.

Beginner note: It’s quite easy to break

symmetry during modelling and tweaking of

the model. However, this can be easily fixed.

Simply delete the wrong side of the model,

make sure central points are laying on the 0

for X axis (select them bring Set Value tool by

taping “v”, choose X axis and set value to zero)

and mirror one side to the other (Multiply-

Duplicate-Mirror or Shift+v).

Next Month:Modelling of the Head - Head, Ear & Assembly

Tutorial Remade in Lightwave by

Vojislav Milanovich

Page 11: Joan of Arc Lightwave

page 94 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Joan of ArcWe bring you Michel Roger’s 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 Michel’s site http://

mr2k.3dvf.net/ and in English at www.3dtotal.

com.

INSPIRING

If 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 Michel’s must be it. The community

is in debt to him and next month we will be

interviewing the man himself!

Issue001 Sep 2005Modeling of the Body - Body

Issue002 Oct 2005Modeling of the Head

Head, Ear & Assembly

Issue003 Nov 2005Modeling of the Accessories

The Sword & Armour Legs

Issue004 Dec 2005Modeling of the Accessories

Armour Bust, Hair & Glove

Issue005 Jan 2005Modeling of the Accessories

Accessories & UVW Mapping - Bases

Issue006 Feb 2006UVW Mapping

Sword, Clothing, Armour & Body

Issue007 Mar 2006Texturing & Hair

Eyes & Skin & Hair

Issue008 Apr 2006Bones & Skinning

Bases, Hierarchy & Skinning

Download the Face and Ear Images for mod-

eling Joan of Arc from the 3dcreative web site

here:

face_front.jpg face_profile.jpg ear.jpg

Page 12: Joan of Arc Lightwave

page 95 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Joan of Arc by Michel Roger

remade for lightwave by Vojislav Milanovich

Welcome to the Lightwave version of this Joan

of Arc tutorial. This tutorial has been recreated

from the original 3dsmax version which Michel

Roger produced on his Joan of Arc model

which is on his site here http://mr2k.3dvf.com.

Modelling the HeadIn the second part of the tutorial we are go-

ing to model the head of Joan of Arc tutorial

complete with the ears. New and pretty non

standard way of modeling is approached.

1 - Select Edit-Backdrop Options from the

upper left main menu in LW Modeler (shortcut

“d” and Backdrop tab) to bring up backdrop

options menu. For BL (bottom left or Front

viewport) load up tete_face.jpg. Choose

512 for Image resolution and turn on Pixel

Blending. Do the same for BR (bottom right or

Right viewport) and load tete_profil.jpg. From

Presets menu choose Save All Backdrops and

save it under face.cfg so you can quickly load

them later.

2 - Before we start here is a small sketch of the

polygon flow that is going to be created. This

way we can plan ahead structure of the model

and avoid problems that might come with facial

expressions and animation.

3 - Activate Box tool from the Create-Primi-

tives-Box (Shift+x) and in the Front viewport

draw small rectangular shape shown in image.

4 - Using the Drag tool (Modify-Translate-Drag

or simply Ctrl+t) adjust the shape of the rectan-

gular to fit the one in the image.

5 - In Front viewport select two most right

points and extend them three times using

Mulitply-Extend-Extender Plus tool (e) and

adjust the shape with Drag (Ctrl+t) tool to fit

the image.

Continue extending and adjusting until you

go around the eye shape like it’s shown in the

image.

6 - Weld points shown in image using Detail-

Points-Weld Points (Ctrl+w)

Page 13: Joan of Arc Lightwave

page 96 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

7 - Using Drag tool adjust points to fit Front

and Right view shown in image.

8 - Select polygon shown in image and copy it

into another layer.

Select layer two and move (t) the copied poly-

gon above top lip of the background image.

9 - Using the same extending method (Ex-

tender Plus or “e”) extend and adjust (Drag or

Ctrl+t) two times until it fits the image.

10 - Continue extending and adjusting around

the lips until you reach the middle of the bot-

tom lip.

11 - Select the three beginning points of the

upper lip, extend (e) and adjust them to fit the

image.

12 - Cut the polygons from the layer two into

layer one. Select 4 points in order shown in im-

age and create polygon with Create-Polygons-

Make Polygon (or “p” shortcut).

Do the same for the points marked in the im-

age.

13 - Use Extender plus to extend points shown

in image. Adjust them to fit the image.

Repeat the same step for the points marked in

image.

14 - Select polygons shown in image and

apply Multiply-Subdivide-Cut (Shift+u) with 5

cuts.

15 - Select polygons in image and repeat Cut

Page 14: Joan of Arc Lightwave

page 97 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

(Shift+u) with 3 cuts shown in image.

16 - Using the Knife tool (Multiply-Subdivide-

Knife or Shift+k shortcut) make 3 cuts in the

selected polygon.

Beginner note: When you activate the Knife

tool, you need to drag the area of cutting.

Once you are done with that, you can adjust

beginning and end sides of the knife by left

clicking and dragging on the end points, you

can move whole knife by left clicking and

dragging line that connect ends. You add more

cuts by right clicking on the polygon where you

want more cuts.

17 - Use the Weld Average (Detail-Points-Weld

Average) tool to weld points shown in image.

18 - Geometry after welding.

19 - Use the Drag (Ctrl+t) tool to adjust the

geometry to fit the image. Save your work and

take a break!

20 - Make two extensions like in image using

Extender Plus (e) and Drag (Ctrl+t) or Move

tool.

Using Weld Average weld points shown in

image

21 - Make another two extensions with Ex-

tender Plus tool (e)

Weld Average points shown in image

22 - Select 4 points in image and hit “p” to

create polygon. Repeat the same for 3 points

that surrounds the empty area left behind.

Remember to select points in clockwise man-

ner in order to create polygon facing in correct

direction.

23 - Use the Drag tool (Ctrl+t) to adjust geom-

etry.

Page 15: Joan of Arc Lightwave

page 98 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

24 - Extend and move shown points to create

bridge of the nose

25 - Select newly created polygons and use

the Knife tool (Shift+K) to make a cut like in

image.

26 - Use the Weld Average tool to weld shown

points.

27 - Using the Drag tool adjust points to fit the

image.

28 - Make another extension like it’s shown in

image.

29 - Make two more extensions like in image

and adjust the points to fit the view.

30 - Select the 13 points shown in image and

activate Detail-Points-Set Value (shortcut “v”),

check X for axis and make sure you have 0m

for the value.

Beginner note: We are going to mirror the left

to the right side of our model. To make sure

they mirror correctly we must set all points

that are laying in the middle of our model to

absolute zero value at X axis.

31 - Activate Mirror tool (Multiply-Duplicate-

Mirror or Shift+v shortcut), set axis to X, make

sure all values are zero and check Merge

points if it isn’t.

32 - Now we are going to add eyeballs to help

us adjust eyelids. Switch to layer two and put

head model in the background. Activate ball

tool from the Create-Primitives-Ball (Shift+o).

Set Type to Globe, Axis to Z, 28 for Sides, 14

for Segments and make it 8cm for X,Y and Z

radius.

33 - With Move (t) and Rotate (y) adjust the

eyeball to fit the image. Press Shift+v to mirror

the eyeball to the other side of the model.

34 - Press apostrophe key (“) to swap fore-

ground and background layers. Press Tab key

to turn SubPatch mode. Turn the Symmetry

mode on (Shift+y) and use the Drag tool to

adjust top and bottom eyelids to the eyeball

sphere. It’s good idea to save your work now.

Page 16: Joan of Arc Lightwave

page 99 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

35 - Extend and adjust points shown in image

seven times to create cranium of the head.

36 - Select end points of extrusion, press “v” to

bring Set Value requester, set zero for X value.

Tap “m” key to bring merge points requester,

set Range to Automatic and click OK. You

need to get “3 points eliminated” message.

37 - Continue extending cranium of the head

like it’s shown in the image. Repeat the step

36 for ending points of new extension.

38 - Select points that surrounds seam be-

tween two extensions we just created. Hit “m”

to bring Merge points panel, set Range to fixed

and enter Distance of 2 cm, hit OK and the

seam is fixed.

39 - Last series of extensions to build the top

of the cranium.

40 - Again select points and merge them to fix

the seam.

41 - Exit Symmetry mode and create two poly-

gons shown in image.

42 - Select newly created polygons and cut

them in half using Knife tool (Shift+K)

43 - Select points shown in image and hit “p” to

create polygon

44 - Select 5 polygons we just created and hit

Shift+v for Mirror tool, press “n” for numerical

requester, set axis to X, and make sure all

centers are set to zero to mirror them to the

other side. Press “m” to bring Merge points

requester, set Range to Automatic and click

OK. Enter Symmetry mode (Shift+y) and make

necessary adjustments, if they are needed,

with Drag tool.

Page 17: Joan of Arc Lightwave

page 100 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

45 - Extend these points four times for the chin

and the jaw base.

46 - Continue extending five more times to

create the jaw.

47 - Select end points for the jaw extension,

hit “v” for Set Value and enter 0 for the X axis.

Press “m” for Merge Points, choose Automatic

and click OK.

48 - Exit Symmetry mode (Shift+y) and create

four polygons shown in image.

49 - Select newly created polygons, press

Shift+v for Mirror tool, press “n” to bring nu-

merical requester, set axis to X, all centers to

0 and close the numerical panel. Press “m” for

Merge points, set to Automatical and click OK.

50 - Hit Tab to enter SubPatch mode, enter

Symmetry mode and using the Drag tool tweak

the points to adjust the chin. Save your work!

51 - Create polygons shown in image.

52 - Select polygons shown in image and ap-

ply Multiply-Subdivide-QuickCut1

53 - With Multiply-Subdivide-Cut tool make

two cuts on four polygons under the lower lip.

Uncheck the terminate cuts box.

54 - Select 3 polygons shown in image and

apply Multiply-Subdivide-QuickCut1

55 - Select 2 polygons shown in image and

Page 18: Joan of Arc Lightwave

page 101 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

apply Multiply-Subdivide-QuickCut1

56 - Weld points shown in image.

57 - Create three polygons shown in image to

fill the gap.

58 - Use the knife tool (Shift+k) to cut the poly-

gon shown in image.

59 - Weld these points.

60 - Make polygons shown in image. Merge

polygons marked with green in image using

Detail-Polygons-Merge Polygons (Shift+z)

command.

61 - Use Drag tool to adjust the points to fit the

image.

Note: At this point it’s not the bad idea to delete

the right side of the model from the front view.

You can always mirror the model later to make

sure it’s symmetrical.

62 - Make sure that middle points are aligned

to 0 on X axis (“v” for set value) and mirror the

model (Shift+v followed by “n” for numerical

requester). Press “q” to change surface, enter

the Head for the surface name, give it some-

what blue color, set both diffuse and specular

to 100%, and turn on smoothing box. This way

you’ll be able to easily spot imperfections in

model, so you can fix them by dragging points.

63 - Cut the shown polygon in half using Knife

tool (Shift+k) and merge marked points.

64 - Create three polygons in image.

65 - Select these three polygons and apply

QuickCut1 to them.

66 - Use Drag tool to adjust points created with

cut.

Page 19: Joan of Arc Lightwave

page 102 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

67 - Select bottom three polygons and apply

QuickCut1.

68 - Weld these points.

69 - Select shown polygons and apply Quick-

Cut1.

70 - Adjust the shape of the nose so it fits the

background image.

Note: If you want to see through solid geome-

try in Modeler, go to Surface editor and change

the surface transparency to 50 or 75%.

71 - Since Modeler does not support n-gons

(polygons with more than 4 points) there is a

little fix that needs to be done. Select points

shown in image. Leaving points selected,

switch to polygon mode (Ctrl+h) select poly-

gon that both points belong to and activate

Multiply-Subdivide-Split. Edge is automatically

created leaving 5 sided polygon split in two.

Note: You may want to fix symmetry now by

deleting the other side of the model and mirror-

ing the correct side. Remember to save what

you have done so far.

73 - Select four polygons shown in image and

apply QuickCut1 (Mulitply-Subdivision-More-

QuickCut1)

74 - Select five polygons shown in image and

apply QuickCut1

75 - Weld (Ctrl+w) marked points in order

shown in image.

76 - Use the Drag to adjust the shape of the

nose

77 - Select these two polygons and apply

QuickCut1

Page 20: Joan of Arc Lightwave

page 103 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

78 - Use the Knife tool on the polygon next to it

like it’s shown in the image

79 - Weld selected points

80 - Use the Knife tool to cut this polygon in

half.

81 - Select marked polygon and remove it

(Construct-Reduce-Remove-Remove poly-

gons, shortcut “k” or Delete key to delete it)

82 - Press “m” to bring Merge Points panel.

Select Automatical and click ok. Press “w”

shortcut to bring statistics window. Switch to

Polygon Selection mode and click the small “+”

sign next to 2 Vertices to select all polygons

with two points. Hit “Delete” key to remove

them.

83 - Select 6 points that surrounds the hole of

the nostril. Tap “e” to extend them, and move

them up a bit and scale them to about 75% of

the original.

84 - Nostril hole after extending.

85 - Use the drag tool to adjust the shape of

the nostril and fix geometry if needed.

86 - Onto the mouth now. Select points that

surround the mouth hole. Hit “e” once to ex-

tend and use Stretch tool (Modify-Transform-

Stretch, shortcut “h”) and Move to adjust it in

the middle of the mouth.

87 - Select two polygons shown in image and

activate Bandsaw tool (Multiply-Subdivide-

More-Bandsaw. Set value to 0.5 to cut it in

half, check Enable divide box and click OK.

Page 21: Joan of Arc Lightwave

page 104 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

88 - Activate Symmetry mode and use the

Drag tool to tweak the mouth shape.

Look of the mouth after adjustments.

89 - To finish the eyelids, select the points that

surround eyeball hole. Hit “e” to extend them,

and move them slightly backward. Hit “e” and

move backward one more time.

90 - Select four polygons of the upper eyelid

and apply QuickCut1

91 - Exit Symmetry mode (if you’re in it) and

weld two points marked in image. Do the same

on the other side of the model.

92 - Enter Symmetry mode, hit Tab for Sub-

Patches and tweak eyelids.

93 - Extend (“e”) and adjust (Drag tool) four

times to create back of the neck.

94 - Select seam points on both side of the

model and hit “m” for Merge points. Activate

Fixed range and enter value of 5 cm or higher

and the seam is fixed.

95 - Using Extender plus make 3 more exten-

sions like it’s shown in image. Adjust the to

make nice round shape for the neck.

96 - Select end points of last extension, hit

“v” to bring Set Value requester, check X axis,

set value to zero and click OK. Press “m” for

Merge Points, set range to Automatic and click

OK to fix the ending seam.

97 - Exit Symmetry mode. Select two polygons

shown in image and apply Bandsaw tool to the

(Multiply-Subdivide-More-Bandsaw).

Page 22: Joan of Arc Lightwave

page 105 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

98 - Weld Average points shown in image. Do

the same for the other side of the head.

99 - Create polygons shown in image. Select

them, press Shift+v, followed with “n” for mirror

and “m” for merge points. Finally select newly

created polygons, tap “q” for surface, choose

Head surface and click OK to ensure that

newly created polygons are the same surface

name like rest of the head model.

100 - Enter Symmetry mode. Select marked

polygons and apply QuickCut1 to them.

101 - Drag selected points down to adjust

geometry.

102 - Select marked polygons and apply

QuickCut1. Again, adjust two sticking points to

align with rest of geometry.

103 - Select these polygons and apply Spin-

Quad tool (Ctrl+k) twice to fix the geometry.

104 - Exit Symmtery mode and weld these two

points. Do the same on the other side of the

model.

105 - Enter Symmtery mode, select these

polygons and apply SpinQuad (Ctrl+k).

106, 107, 108, 109 Use the Drag tool to tweak

the shape of the neck and jaw area. Once

you’re satisfied with result, save your work and

take a well deserved break.

Page 23: Joan of Arc Lightwave

page 106 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

Modelling the Ear110 - Modelling an ear is a little daunting

because it is undoubtedly the part of the hu-

man body with the most characteristic details.

However it is not so complicated if broken

down step by step. As usual a drawing allows

you to locate the details with for modeling.

There are no two ears identical but they all

have approximately the same characteristic

details. EDITOR’S NOTE: This is taken from

the original tutorial.

Open Backdrop properties panel (“d” for

Display properties and choose Backdrop tab)

and load up orielle.jpg as BR (bottom right)

backdrop image. Set 512 for image resolution

and click Pixel blending if you wish. Save your

backdrop for later usage.

111 - Start with a simple rectangle as we did

when we started of the head model.

112 - Select two top points and extend (Ex-

tender Plus or “e”) them and adjust (Drag tool)

4 times along outer edge of the ear.

113 - Continue extending and adjusting until

you get all around ear sketch. Weld end points

to join the first and the last rectangle.

114 - Repeat extending for interior part like it’s

shown in the image.

115 - Select marked polygons, hit “e” and

move them slightly backward.

116 - Extend and adjust these points to create

the “slope”.

117 - Create polygons shown in image.

118 - Extend and adjust selected points.

119 - Select marked polygon and delete it.

Page 24: Joan of Arc Lightwave

page 107 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

120 - Weld marked points.

121 - Create polygons marked on image to fill

the gaps.

122 - Continue filling the holes of the inner part

of the ear.

123 - Press Tab key to turn SubPatches and

make necessary adjustments.

124 - Use Drag to adjust the ear from nice flat

one to more anatomically correct one.

125 - Fill in the hole by creating quads and

triangles.

126 - Select shown polygons and apply Quick-

Cut1 to them.

127 - Weld marked points

128 - Extend (“e”) selected points and move

them slightly backward. Scale them to about

95%.

129 - Select marked polygon. Activate Smooth

Shift tool (Multiply-Extend-Smooth Shift or

Shift+f), just click, don’t move, once on the

polygon. Move newly created polygons inside

the ear and auditory canal is created.

130 - Using the Drag tool tweak the shape of

the ear, until you are satisfied with the result.

Don’t forget to save your work.

Beginner note: This step requires certain

knowledge of anatomy. If this is the first time

you are modeling the ear, don’t be frustrated if

it doesn’t look great. All ears are different, so

you can’t be too wrong. Take a look at ears of

Page 25: Joan of Arc Lightwave

page 108 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

people around you (just don’t stare to long :)

Learn to see and to observe and you’ll learn

to create.

The AssemblyIn this part we are going to attach ears to head

and head to the body to complete our model.

131 - Load your Joan of Arc head model in

Modeler. Switch to the next empty layer. Click

File from the left upper main menu and choose

Load Object into Layer… command and load

ear model. Put the first layer into background

so we have a reference to work from.

132 - Scale and move ear so it is in correct

proportion to the head. Swap background and

foreground layers by pressing apostrophe key

(‘). Select marked polygons of the head model

and delete them.

133 - Swap layers again (‘) Select marked

points and delete them

134 - Select points that form inner edge of the

ear. Press “e” to extend them once and scale

them and move slightly to the head.

135 - To simplify geometry weld points as it’s

shown in image.

136 - Arrange inner points of the ear to form

nice round shape.

137 - Align the ear to the head.

138 - Select two points of the inner edge

shown in image and activate Select loop

(View-Selection-More-Select Loop to select

all edge points of the ear. Copy (Ctrl+c) them

and paste (Ctrl+v) into the first layer (one that

contain head model).

139 - Select polygons shown in image and

apply QuickCut1 to add another edge to the

model.

140 - Weld these two points to avoid five

points polygon.

Page 26: Joan of Arc Lightwave

page 109 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

141 - Select polygons that surround ear gap on

the head model. Activate View-Selection-Invert

to invert the selection. Activate Hide Selected

(View-View-Hide Selected, shortcut “-”) to hide

all the polygons we don’t need for next few

steps.

142 - Maximize Right Viewport and switch

view to Wireframe so you can see polygons

and points pasted from the ear model. Create

polygons like it’s shown in the image.

143 - Copy the ear model into layer that

contains head. Hit “m” to bring Merge points

requester, select Automatic for Range and

click OK. You should get “12 points eliminated”

message since we copied 12 points from the

ear.

144 - Activate View-View-Unhide (“\”) to show

all the polygons. If it’s needed make adjust-

ments with Drag tool around the ear shape.

Finally press “q” to assign the same surface

name for whole model (“Head”). Save your

head model, as we going to need it in next

steps.

145 - Now we are going to attach the head

model to a body. Like we did before, select

next empty layer load up your body model

that is built before using File-Load Into Layer

command. Open Background Options and load

Joan of Arc body background preset.

EDITOR NOTE: Here you might want to put

link to provided finished models so someone

who hasn’t went through last months issue

(Modeling the body) can proceed with following

tutorial steps.

146 - Swap layers (‘) and scale and move the

head so it fits background image. Be sure not

to move it on X axis (holding Ctrl key while

moving will lock movement to one axis only). It

is good idea to make your Action Center mode

to Selection (Bottom menu-Modes-Action

Center: Selection or Shift+F8) so your model

won’t be moved while you are scaling it.

147 - Cut and paste the Body model into first

layer. Weld points shown in image to fix the

difference in point count of both body and head

ends.

148 - Build polygons to fill the gap between

neck and body.

149 - In the front view delete whole your right

hand side of the model. Be careful with selec-

tion and ensure only polygons laying on the –X

Page 27: Joan of Arc Lightwave

page 110 www.3dcreativemag.com issue01 September 2005 lightwave: joan of arc

side of the model are deleted.

150 - Carefully select points in the middle

of the model. Press “v” to bring Set Value

requester and enter 0 for the X value to ensure

that all middle points are laying exactly in the

center of the model.

151 - Activate Mirror tool (Multiply-Duplicate-

Mirror or Shift+v shortcut). Press “n” for

numerical panel, set X for Axis, zero for Center

X,Y and Z values, check Merge Points box and

close the numerical panel. This way we ensure

the model is perfectly symmetrical.

152 - In Perspective viewport check if model

sides are perfectly seamless. Don’t forget to

save your work.

Next Month:Modelling of the Sword & Leg Armour

Tutorial Remade in Lightwave by

Vojislav Milanovich

Page 28: Joan of Arc Lightwave

page 1 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

Joan of ArcWe bring you Michel Roger’s 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 Michel’s site http://

mr2k.3dvf.net/ and in English at www.3dtotal.

com.

INSPIRING

If 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 Michel’s must be it. The community

is in debt to him. Michel Roger was interviewed

in our October Issue.

Issue001 Sep 2005Modeling of the Body - Body

Issue002 Oct 2005Modeling of the Head

Head, Ear & Assembly

Issue003 Nov 2005Modeling of the Accessories

The Sword & Armour Legs

Issue004 Dec 2005Modeling of the Accessories

Armour Bust, Hair & Glove

Issue005 Jan 2005Modeling of the Accessories

Accessories & UVW Mapping - Bases

Issue006 Feb 2006UVW Mapping

Sword, Clothing, Armour & Body

Issue007 Mar 2006Texturing & Hair

Eyes & Skin & Hair

Issue008 Apr 2006Bones & Skinning

Bases, Hierarchy & Skinning

Joan o

f arc

Page 29: Joan of Arc Lightwave

page 2 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 301 Load provided sword image as

backdrop in the lower left viewport of the

modeler (Shortcut “d”). From Create-

Primitives-Disc create 8-sided cylinder with 3

sections (press “n” for numeric panel where

you can manually enter 8 for sides and 3 for

segments). Rotate it for 22.5 degrees in Y axis

(“y” for rotate, “n” for numeric, 22.5 for Angle,

Axis Y) so on of it’s sides is aligned along X

axis.

Fig 302 Select top 8-sided polygon. Activate

Bevel tool from Multiply-Extend-Bevel (or “b”).

Hit “n” for numerical and apply minus inset until

it reaches the handle base in layout (about

-8mm for inset value). Deactivate Bevel tool

by pressing Space. With polygon still selected,

activate it again, but this time enter plus value

for Shift (about 8mm). Deactivate bevel, and

repeat it once more with plus value for inset.

You should end up with geometry like in image.

Fig 303 Activate Symmetry mode (Shift+Y).

Lasso select left and right end points (8 of

them in total) and rotate and move them down

a bit so they fit the image in background.

Select four points shown in image and move

them aside so they fit the image.

Fig 304 Select top 8-sided polygon and do 4

more bevels to make round shape for sword

handle top.

Fig 305 Exit Symmetry mode. With most top

polygon selected switch to Point selection

mode and select two points shown in image.

Activate Multiply-Subdivide-Split to cut

polygon. Deselect everything, switch back

to polygon selection mode, select larger

remainder of the polygon (6-sided) and repeat

selecting two points on the right side and

split again. This way we get rid of the 8-sided

polygon on top for later turning to SubPatches.

Fig 306 Activate Symmetry mode and use the

Drag tool (Ctrl+t) to manually adjust points like

it’s shown in image.

Fig 307 Select front and back four polygons, hit

“e” to extend them and scale them and adjust

so they look like in image. If you want to flatten

polygons on Z axis like I did, probably the

quickest way is to select four of them on one

side and stretch (“h”) to 0% in side viewport

and the repeat the same for other four of them.

Turning Action Center to Selection (Shift+F8) is

also a good idea when doing this.

Page 30: Joan of Arc Lightwave

page 3 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 308 With front and back 4 polygons still

selected make two more extends to form nice

round shape like in image.

Fig 309 Deselect back four polygons, tap “e”

to extend four front ones that are still selected,

and scale them (Shift+h) down to 0%. Hit

Delete key to delete the polygons. And select

middle points (10 of them), hit “m” for merge

and click OK. Now our polygon flow is much

better. Repeat the same procedure for back 4

polygons.

Fig 310 Select two middle points and move

them front and back to make it more rounder.

Fig 311 Press Tab (ignore “error” image) to turn

to SubPatches and tweak the geometry. Save

your work if you haven’t already.

Fig 312 With Knife tool (Shift+k) add two cuts

to the handle.

Fig 313 Move newly created points up and

down to the beginning and end of the handle

and scale middle ones to make handle more

rounder.

Fig 314 Select bottom 8-sided polygon, bevel

it three times and adjust like we did it for the

upper part.

Fig 315 Select bottom 8-sided polygon and

stretch it in right viewport so it fits the image.

Fig 316 Bevel this polygon down 5 times to

create nice round form.

Page 31: Joan of Arc Lightwave

page 4 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 317 Get rid of the 8 points polygon by

selecting points and using Split tool like we did

for the top part with .

Fig 318 Adjust geometry like it’s shown in

image.

Fig 319 Select front and back middle polygons.

“e” to extend them once, scale them down a

bit, and rotate and move out like it’s shown

in image. For rotation you’ll need to manually

select front side, rotate it and, then, back side

and rotate it.

Fig 320 Extend them one more time and adjust

to fit the image.

Fig 321 Extend again and scale down a bit.

Fig 322 Select only front polygons, extend

them, scale to zero, delete them and merge

points like we did for the upper part. Repeat

the same for back side. Make additional

adjustment if they are needed.

Fig 323 With Symmetry mode on, select two

side polygons and extend them 4 times. Adjust

points so they fit the geometry.

Fig 324 Select two (both on the left and the

right side) top polygons and extend them and

bevel once to finish top extensions.

Fig 325 Continue extending and adjusting until

you get to the end.

Page 32: Joan of Arc Lightwave

page 5 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 326 Select polygons shown in image and

apply Muliply-Subdivide-Cut. Uncheck “square

corner quads” and leave everything else

checked. Make sure you have to cuts, one at

0.1 and the second on 0.9. Click continue.

Fig 327 With Drag tool manually fix points so

they are close to the original edge. Repeat the

same for the back side.

Fig 328 Select polygons shown in image and

apply Cut again, only this time turn “switch

to point mode” off. Hit “{“ (View-Selection-

Contract) key to contract the selection to newly

created polygons. Move the inside a bit.

Fig 329 Repeat the same for back side.

Reshape where is needed to form nice edge.

Fig 330 Select bottom 7 polygons and apply

Cut. Hit “{“ to contract selection.

Fig 331 Press “e” to extend once an move

polygons downward. Use Drag tool to reshape

geometry so it fits

Fig 332 Select 3 bottom polygons and extend

them 7 times downward. With Drag tool

reshape geometry to fit.

Fig 333 Adjust points like it’s shown. Don’t

forget to work on both sides of the model.

Fig 334 Select polygons shown in image and

scale them about 150% on Z axis. You can

easily do this by holding Ctrl key and dragging

in Right viewport with Stretch tool activated.

Page 33: Joan of Arc Lightwave

page 6 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 335 Select polygons shown in image and

apply Subdivide-Modify-Cut. Turn “select

outer edges” and “switch to point mode” off

and create two cuts on 0.05 and 0.95. Click

Continue.

Fig 336 Press “{“ to contract the selection and

apply another Cut with same settings. Press

“{“ again to contract the selection and move

polygons slightly inside the sword.

Fig 337 To create buttons select these two

polygons and bevel them inward with only

inset value. Using the Drag tool adjust them to

fit background image and form even squares.

Fig 338 Bevel them again, with only minus shift

value to move them inside. Repeat bevel once

again with plus shift value to create buttons.

Fig 339 Select these two polygons and apply

Multiply-Subdivide-More-QuickCut1.

Fig 340 Select 5 point polygon above these

two polygons we just cut in half. Switch to

Point Selection mode and select points shown

in image. Be sure you have Symmetry mode

off. Apply Multiply-Subdivide-Split to cut the

polygon. Switch back to Polygon Selection

mode and deselect left triangle. Back to Point

Selection mode and select points on left side

for split. Apply split again. Now we fixed upper

part of the cut made in previous step.

Fig 341 Repeat the same procedure for lower

5-sided polygon.

Fig 342 Make some adjustments to fit the

backdrop.

Fig 343 Select this polygon and delete it. Weld

it’s end points to fix the hole that remains.

Page 34: Joan of Arc Lightwave

page 7 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 344 Turn the Symmetry mode on and use

drag to adjust to backdrop.

Fig 345 Carefully select outer edge polygons

from left most upper down and around to the

right side. Apply Multiply-Subdivide-Cut with

0.2 and 0.8 values.

Fig 346 Hit “{‘ to contract selection and use

the Smooth Shift tool (Multiply-Extend-Smooth

Shift).

Fig 347 Use Drag tool and scaling to zero

technique like in step 307 to align and adjust

end sides of the blade.

Fig 348 Align points in right viewport so the fit.

Fig 349 Select bottom three polygons and

extend them and stretch on X axis 5 times

until you reach the tip of the blade.

Fig 350 Select polygons shown and apply

SpinQuads (Detail-Polygons-SpinQuads

Ctrl+k) once. Do the same for the back

side. Image shows left before and right after

SpinQuads.

Fig 351 Select these two points and apply

Detail-Points-Weld Average to join them. To

the same for back side of the sword.

Fig 352 Select polygons shown in image on

both sided of the model, hit “e” to extend them

once and scale them down for about 90% on Z

axis. You can do this easily from Top or Right

Viewport.

Page 35: Joan of Arc Lightwave

page 8 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 353 Deselect two topmost polygons and

apply Cut with on cut on 0.5. Uncheck only

“select outer edges” box and click Continue.

Scale points that remained after completing

Cut action along Z axis for about 20%.

Fig 354 With points still selected, click on

the W box in lower right portion of Modeler

interface to switch to Weight Maps. Select

Subpatch Weight from drop down menu next

to it. Select Maps-Set Map Value and enter

100% for Value1. Nothing happens, you might

notice, but this way we set 100% for Weight

value on these points so they straighten the

model when we toggle SubPatches. This way

there is no need to add more geometry to the

model to get sharper edges.

Fig 355 Select polygon shown in image and

cut it in half by selecting it’s middle polygons

and using Split. Do the same for opposite side

of the sword.

Fig 356 Carefully select 10 points (5 on each

side of the model) and scale them down on

Z axis so they align with the middle ones we

scaled two steps before (about 20%).

Fig 357 Finally select eight polygons shown

and apply SpinQuads twice (Ctrl+k)

Fig 358 Now to fix the lower part. Select points

shown in image and scale them down to 0%

on X axis

Fig 359 Make refinements where is needed.

Fig 360 Finished sword model in SubPatch

mode.

Fig 361 Load the finished body model made

in previous tutorial section. Open Image Editor

(F6) and load provided Joan of Arc drawing.

Double click on thumbnail in Image Editor

to get full sized image. Close Image Editor,

minimize the image window and move it

Page 36: Joan of Arc Lightwave

page 9 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

somewhere so it doesn’t come in the way while

modeling. This way you can always recall

image to see what we are modeling.

Fig 362 Select her right foot polygons and

copy them into next layer. Put the layer that

contains body model into background layer.

Fig 363 Apply Modify-Transform-Smooth Scale

with low value for about 2mm to push polygons

a bit away from the foot.

Fig 364 Using Drag tool adjust points to form

nice shoe around her foot.

Fig 365 Select topmost four polygons of the

shoe and tap “e” to extend them once. Scale

them down and move forward to form the tip of

the shoe.

Fig 366 Using Split tool cut these polygons.

Fig 367 Use Merge polygons (Detail-Polygons-

Merge Polygons or Shift+z) to join shown

polygons.

Fig 368 Select polygons shown and apply

Multiply-Subdivide-QuickCut1 to them.

Fig 369 Weld these two points and merge two

triangles that remained.

Fig 370 Use Split tool to cut these polygons.

Page 37: Joan of Arc Lightwave

page 10 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 371 Weld these two points.

Fig 372 Merge these polygons.

Fig 373 Select these polygons and apply

CuickCut1.

Fig 374 Use Split tool do divide this polygon.

Fig 375 Use Drag tool to adjust points.

Fig 376 Select these polygons and apply Cut

with 0.2 value and turn “terminate cuts” off.

Fig 377 Continue cutting on next two rows of

polygons.

Fig 378 Weld points like it’s shown in image.

Fig 379 Adjust points to fit the image.

Fig 380 Select points that form the hole of the

shoe

Page 38: Joan of Arc Lightwave

page 11 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 381 Hit “e” to extend them. Move them up

and scale them a bit.

Fig 382 Extend them again and move them

upward. Use Drag tool to adjust the form of it.

Fig 383 Extend again and scale them inward.

Fig 384 Do another extension and move them

down into the shoe.

Fig 385 Finally, extend them and move them

down and stretch to form interior of the shoe.

Fig 386 Select bottom polygons of the shoe, hit

“e” to extend and scale down a bit.

Fig 387 Select polygons shown in image,

press “e” to sharpen the edges.

Fig 388 Use Drag tool to tweak geometry

where is needed. For this step it is good

idea do have two Perspective viewports, one

Wireframe shaded and the other Smooth

shaded so you can tweak points in Wireframe

one, and see how it looks in Smooth shaded.

Fig 389 Just as for the shoe, select shown

polygons and copy them into next empty layer,

and apply Modify-Transform-More-Smooth

Scale to move them away from the leg a bit.

Page 39: Joan of Arc Lightwave

page 12 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 390 Adjust points like it’s shown in image.

Fig 391 Select top row of polygons, hit “e” to

extend and scale them up a bit, then stretch

them down on Y axis and move them up a bit..

Fig 392 Select next row of polygons and

repeat extending, scaling, stretching like in

previous step, them move them down a bit.

Fig 393 Select lowest row of points and again

extend and scale.

Fig 394 Select these polygons and hit “e” to

sharpen edges.

Fig 395 Select top row of points, “e” to extend

and move them inside the armour. Repeat the

same for bottom row.

Fig 396 Tweak geometry where is needed.

Fig 397 For small part or armor above create

7-sided disc in top view around the leg. Bevel

it outside and delete selected polygon. Flip

polygons so they are facing upward and

extrude (Multiply-Extend-Extrude or Ctrl+e)

them to down.

Fig 398 Turn the into SubPatches and adjust to

fit rest of the armour.

Page 40: Joan of Arc Lightwave

page 13 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 399 Finally, select outer polygons and hit

“e” to sharpen the edges. Tweak where it is

needed.

Fig 400 As we did in previous parts copy part

of the thigh into next layer and apply Smooth

Scale move it from the leg a bit.

Fig 401 Adjust the points so they look like in

image.

Fig 402 Remove the triangle, if you have one,

by deleting it, and welding it’s points to bridge

the gap that remains.

Fig 403 Select top row of points, “e” to extend

and move them up a bit. Do the same for

bottom row of points.

Fig 404 Select top row of polygons and

activate Multiply-Subdivide-BandSaw Pro tool,

hit “n” for numerical requester, and make two

cuts on about 25% and 75% of it. Do the same

for bottom row of polygons.

Beginner note: Actually you don’t really need to

select all the polygons for BandSaw tool. Just

select to adjacent polygons in direction where

you want you cut to go and activate the tool. It

will automatically finish the row for you. Also,

switch Operation drop down menu from Add

to Edit or Remove make new, edit and delete

existing cuts respectively.

Fig 405 Select second from the top row of

polygons (easier way of doing this is to select

do adjacent polygons of he row you need and

activate Utilities-Selection-More-Select Loop)

and activate Smooth Shift tool from Multiply-

Extend-Smooth Shift or Shift+f, press “n” for

numerical and enter somewhere about 5-6 mm

for shifting. Again, do the same on bottom part.

Fig 406 Select most top row of points (again,

you can to this by selection two of them and

Select Loop command) move them down,

scale and adjust to fit the background leg layer.

Tap “e” to extend them once and move them

down and scale to fit the leg. And again, repeat

the same on bottom part.

Page 41: Joan of Arc Lightwave

page 14 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Figure 407 Select polygons shown in image

and apply Cut to form the groove.

Fig 408 Weld Average these points. Do the

same on bottom part of the cut.

Fig 409 Select inner quad of the cut and

apply Multiply-Subdivide-More-QS Dbl Term

(QuickSaw Double Terminate). Tap “{“ to

contract the selection and move polygons a bit

inside the armour. Do the same for inner side

of the armour.

Fig 410 Select top border polygons and

apply BandSaw Pro like its shown in image

to accentuate borders. Do the same for lower

border.

Fig 411 Adjust to fit background leg and rest of

the aromur.

Fig 412 For knee protection part make 8-sided

disc like it’s shown and rotate it 22.5 degrees

in Z axis to straighten it.

Fig 413 Use the Knife tool (Shift+k) to cut

shown polygons in half and delete two points

laying in the middle of the disc that Knife

creates.

Fig 414 Adjust points so they form shape

similar shape. Use stretch tool on point pairs

on left and right side in front Viewport to

preserve symmetry.

Fig 415 Using Knife tool make two cuts on top

and move newly created points a bit up.

Page 42: Joan of Arc Lightwave

page 15 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 416 Select front polygon, “e” to extend it

once, move it forward and scale like in image.

Fig 417 Do it once again.

Fig 418 Adjust points to create form like in

image.

Fig 419 Extend twice and adjust to form shape

like this.

Fig 420 Extend front 8-sided polygon once

more, scale it to zero, delete it and merge it’s

points to finish the shape. Move center point a

bit away in side view to form round shape.

Fig 421 Select back 8-sided polygon and move

it in +Z axis to make edge thinner.

Fig 422 Extend it twice like in image.

Fig 423 Align knee protection to rest of the

armour and move side points backward.

Fig 424 Extend back 8-sided polygon twice

and finish it like we did for front one (scale to

zero, delete, merge middle points).

Page 43: Joan of Arc Lightwave

page 16 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 425 Select shown polygons and apply

Band Saw Pro.

Fig 426 Switch to Point Selection mode and

scale down and move on –Z axis until you get

shape like this.

Fig 427 Select these top polygons and press

“e” once.

Fig 428 Adjust points to form shape like in

image.

Fig 429 Band Saw these polygons to sharpen

the edge.

Fig 430 For side knee protection, create disc

and rotate it like we did for front one.

Fig 431 Bevel outer polygon like in image.

Fig 432 Do a series of four bevel like in image.

Fig 433 Do two more bevels to create the hole.

Page 44: Joan of Arc Lightwave

page 17 www.3dcreativemag.com issue000 Month Year joan of arc - lightwave

joan of arc

Fig 434 Extend, move and stretch 3 polygons

like in image.

Fig 435 Move selected points upward.

Fig 436 Extend two bottom polygons, move

them down and stretch.

Fig 437 Extend back 8-sided polygon twice,

and finish it like it was done for front part.

Fig 338 Do the same for the inner 8-sided

polygon.

Fig 439 Band Saw side polygons to sharpen

the edge.

Fig 440 Scale, move and rotate to fit the rest of

the armour.

Fig 441 Finished leg armour

Tutorial By : Vojislav Milanovich