With the introduction of LightWave 5.0, there have been a lot of additions to organic modeling. The obvious first choice is MetaNURBS. However, if you want a really blobby style object, try using MetaBalls. There are a few tips and tricks that we will cover here that may help you on your way to cool new creations.
The object we will create here is just simple text, but the methods we use for building it will give you a good foundation for creating other, more complex objects.
Hint: The skin that will apply over the balls will pull in around balls that have greater separation. For a smooth skin add lots of metaballs closely together. For a bumpier object add fewer objects with space in between.
Now that your object is finished, here are a few tips for more successful MetaBalls modeling:
- Use the Tools/Smooth command to smooth out the skin of the object. Try Strength 1, Iterations 5. Increasing these numbers can result in interesting effects when used on MetaBall objects.
- When the model is complete, use the Plug In Reduce polygons. Metaballs will always generate triangle polygons. LightWave supports quads and other N gons. The reduce polygon function will often help maximize efficiency of the geometry.
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