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Book Categories |
Introduction | xi | |
Chapter 1 | Playing in Three Dimensions | 1 |
3D "Space" | 1 | |
Objects | 3 | |
Virtual Lights | 4 | |
Virtual Camera | 6 | |
Chapter 2 | LightWave Dissected | 8 |
Modeler | 9 | |
Viewports and Viewport Controls | 10 | |
Current Object | 13 | |
Layers | 13 | |
Linking to Layout | 15 | |
Vertex Mapping | 15 | |
Adjustment Windows | 16 | |
Selection/Action Modes | 17 | |
Quick-Info Display | 19 | |
Modeler Toolsets | 19 | |
Modeler General Options | 22 | |
Modeler Display Options | 22 | |
The File Menu | 25 | |
The Edit Menu | 25 | |
The Window Menu | 25 | |
The Help Menu | 26 | |
Modeler Quick Menus | 26 | |
Hot Key Customization | 27 | |
Menu Layout Customization | 27 | |
Layout | 31 | |
Viewport Styles | 32 | |
Viewport Controls | 33 | |
Linking to Modeler | 34 | |
The Frame Slider | 35 | |
Frame Controls | 35 | |
Key Creation/Deletion | 36 | |
Item Selection | 37 | |
Quick-Info Display | 38 | |
The Dope Track | 38 | |
Layout Menu Tabs | 39 | |
The File Menu | 41 | |
The Edit Menu | 42 | |
The Window and Help Menus | 42 | |
Layout Quick Menus | 42 | |
Layout General Options | 43 | |
Layout Display Options | 44 | |
Plug-ins | 46 | |
The Hub | 46 | |
LightWave ScreamerNet | 48 | |
Chapter 3 | Modeling 1: Foundation Material | 49 |
Points (Vertices) | 49 | |
Polygons | 52 | |
Normals | 53 | |
Planar vs. Non-Planar | 54 | |
Statistics Windows | 55 | |
Grouping Polygons (Parts) and Point Selection Sets | 59 | |
Selection "Tricks" | 60 | |
Select Connected | 61 | |
Invert Selection | 61 | |
Expand/Contract Selection | 61 | |
Select Loop | 62 | |
Select Points/Polygons | 62 | |
Show/Hide Selection | 63 | |
Primitives | 65 | |
Text | 66 | |
Surfacing | 67 | |
Move, Rotate, and Scale | 72 | |
Extrude | 77 | |
Extender Plus | 79 | |
Booleans and Solid Drilling | 82 | |
Bevel and Smooth Shift | 88 | |
Edge Bevel and Super Shift | 89 | |
Chapter 4 | Layout 1: Foundation Material | 93 |
LightWave's Camera | 94 | |
Rendering | 99 | |
Lighting | 102 | |
Step 1 | Load the Base Scene | 103 |
Step 2 | Global Intensity | 103 |
Step 3 | Spotlight | 104 |
Step 4 | Why Do Things Look "3D"? | 106 |
Step 5 | Ray-Traced Soft Shadows | 109 |
Step 6 | Falloff (Atmosphere) | 110 |
Step 7 | Radiosity | 112 |
Advanced Surfacing | 114 | |
Step 1 | Chrome Sphere | 114 |
Step 2 | "Realistic" Reflections | 117 |
Step 3 | Exploring a Surface Preset | 119 |
Step 4 | More Gradient Tricks - "Realistic" Metal | 123 |
Step 5 | VIPER | 126 |
Step 6 | "Building" a Surface - Rusted Steel | 127 |
Step 7 | "Found" Textures | 131 |
Chapter 5 | Modeling 2: Additional Tools | 133 |
EPS Import | 133 | |
Bridge | 136 | |
Lathe | 138 | |
Taper | 140 | |
Twist | 141 | |
Bend | 142 | |
Smooth Scale/Move Plus | 143 | |
Rail Extrude - Single Rail | 144 | |
Rail Extrude - Multiple Rails | 149 | |
Rail Bevel | 151 | |
Edge Tools | 153 | |
Add Edges | 153 | |
Reduce Edges | 155 | |
Remove Edges | 155 | |
Rounder | 156 | |
UV Texturing | 165 | |
Chapter 6 | Architectural Modeling Exercise: Interior Set | 174 |
Floor Plan | 174 | |
Two-Point Polyline Work | 175 | |
Chapter 7 | Modeling 3: Sub-Patch Organic Modeling | 197 |
Smooth Shift | 199 | |
BandSaw | 200 | |
Magnet | 203 | |
Pole | 204 | |
Vortex | 204 | |
Subdivision Order | 205 | |
Chapter 8 | Organic Modeling Exercise 1: "One-Minute" Spaceship | 208 |
Chapter 9 | Organic Modeling Exercise 2: Character Body | 214 |
Torso | 214 | |
Arms and Hands | 216 | |
Legs and Feet | 224 | |
Finishing Touches | 232 | |
Chapter 10 | Organic Modeling Exercise 3: Head Modeling | 236 |
Reference | 238 | |
Chapter 11 | Organic Modeling Exercise 4: Modeling a Wolf's Head | 259 |
Chapter 12 | Modeling 4: Spline Modeling Basics | 270 |
The "Rules of the Game" | 270 | |
Three-Curve Patches | 271 | |
Four-Curve Patches | 275 | |
Chapter 13 | Spline Modeling Exercise: Kayak | 278 |
Chapter 14 | Spline Modeling Exercise 2: Modeling a Human Head | 292 |
Poly Count and Flow | 293 | |
Poly Count | 293 | |
Poly Flow | 294 | |
Spline Modeling Pitfalls | 296 | |
Spline Modeling Tips and Tricks | 297 | |
Creating the Cage | 298 | |
Patching Tips and Tricks | 335 | |
Patching the Cage | 337 | |
Basic Detailing | 344 | |
Polygon Reduction | 350 | |
Advanced Detailing | 358 | |
Closing Thoughts | 379 | |
Chapter 15 | Layout 2: Animation Basics | 380 |
Keyframes (Keys) | 380 | |
"Motion" Graph Editor | 385 | |
Adjusting Timing | 388 | |
Previews | 394 | |
Rendering an Animation | 395 | |
Chapter 16 | Layout 3: Character Animation | 398 |
A Brief Introduction to Character Animation | 398 | |
Bones and Rigs | 398 | |
Inverse Kinematics, Forward Kinematics, and IK Booster | 399 | |
FK (Forward Kinematics) | 399 | |
IK (Inverse Kinematics) | 400 | |
What Is IK? | 400 | |
"Standard" IK Basics | 400 | |
"Standard" IK Hazards | 407 | |
"Standard" IK Rules | 415 | |
IK Booster | 416 | |
Applying IK Booster | 416 | |
Long Chain Dependability | 418 | |
IK Booster and Movement | 419 | |
IK Booster and Keyframes | 419 | |
Pose and Motion Saving and Loading | 421 | |
Quaternion Rotations | 422 | |
Keyframe Move Mode | 423 | |
Newbie Sensory Overload | 424 | |
Chapter 17 | Layout 4: Special FX | 425 |
Glow Effect | 425 | |
Glow Effect Basics | 426 | |
Fake "Volumetric Lights" | 429 | |
Lens Flares | 434 | |
Compositing | 440 | |
CG Elements onto a "Live-Action Plate" | 440 | |
Basic Explosions | 449 | |
Chapter 18 | Simulations 1: HyperVoxels and Particles | 459 |
HyperVoxels | 459 | |
HyperVoxel Explosion | 459 | |
HyperVoxel "Surfaces" | 466 | |
HyperVoxel "Sprites" | 471 | |
Particles | 477 | |
Conclusion | 481 | |
Chapter 19 | Simulations 2: Dynamics | 482 |
An Introduction to Dynamics | 482 | |
Personal Dynamics | 483 | |
Social Dynamics | 483 | |
Relational Dynamics | 483 | |
The Dynamics Community | 484 | |
Dynamic Decisions | 485 | |
Applied Dynamics | 486 | |
Collision Effects | 486 | |
HardFX | 489 | |
ClothFX | 499 | |
SoftFX | 504 | |
Chapter 20 | Simulations 3: Fur and Hair | 510 |
An Introduction to SasLite | 510 | |
Beyond the Basics | 514 | |
Creating a Rug | 514 | |
There's Nothing Plain about This Grassy Plain | 521 | |
Hair's Where It's At! | 523 | |
Refining the Beard and Mustache | 528 | |
Creating Hair with Long Hair Guides | 531 | |
Splitting Hairs to Work with SasLite's Limits | 543 | |
Rendering the Hair | 544 | |
Long Hair Guides, the Sequel! | 545 | |
Eyelash Settings and Refinements | 552 | |
Making Eyebrows | 553 | |
Tips for SasLite Eyebrow Settings | 555 | |
SasLite vs. Sasquatch | 556 | |
Time-Saving Features | 556 | |
Sasquatch's Valuable Extra Features | 559 | |
Epilogue | 565 | |
Appendix A | Plug-ins and Programs | 567 |
Appendix B | Resources | 590 |
Appendix C | LightWave's Default Hot Keys | 602 |
Index | 607 |
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Add Essential Lightwave 3D 8, Companion CD included! LightWave 3D is one of the most powerful and popular tools for creating computer graphic imagery, animation, and visual effects. This update to the best-selling Essential LightWave 3D 7.5 introduces you to the incredible new too, Essential Lightwave 3D 8 to the inventory that you are selling on WonderClubX
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Add Essential Lightwave 3D 8, Companion CD included! LightWave 3D is one of the most powerful and popular tools for creating computer graphic imagery, animation, and visual effects. This update to the best-selling Essential LightWave 3D 7.5 introduces you to the incredible new too, Essential Lightwave 3D 8 to your collection on WonderClub |