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'Form Down' modeling in Lightwave

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I also like to use the standard weight map to help control sup-patching. I seldom drift above 40% or below -40%, because the weighting is not edge-based but point based. Red is positive (sharper edges), blue negative.


To smoothShift the nostrils you have to temporarily deactivate [symmetry] and delete the half you'd like to mirror. LW will shift all connected polygons, so its only logical that you'd end up with a Cyclone-Schnauze!


Taking a step back I see areas where more detail is needed. In this case around my mouth.


Now for the windows to my soul! It figures that those polys are a mess! Select 'em, and spin them into shape!


I often turn off sub-patch to get a better view [tab]. Ahh. I can recognize my penetrating gaze already! Two smoothShift functions later...


My brow needs another line of detail, its lack was bothering my eye for my eyes... ... now I can BandSaw to my heart's content


... which I do. And I tweak alot. Did I mention that? The eye is easy: a primitive sphere, slice the cornea and stretch them inward to create the typical bulge.

The End ...

So, that didn't take long at all! What? No ears? You can easily create cartoonish ears with these same techniques, or get a real earful of higher detail modeling with my
detail-up tutorial COMING SOON ...

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email : david@stickman.de
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