This video series covers the basics to get you started with hard surface subdivision modeling. It is presented using Lightwave 3d 9.6 and 10. The series is over 6 hours long and covers many of the techniques, tools and plugins that you'll need to learn to get started with your subd work. It also covers ways to troubleshoot your models as well as a few real world examples to get you started.
The series is geared toward people just getting started with hard surface subd modeling and people that just want a better understanding of the basic techniques to help their workflows. You should know how to use most of the tools in Lightwave and be able to find your way around but most things are explained in detail if you're new to Lightwave. All of the models and reference photos that are used in the main videos are included so you can open them and use them as you go through the videos.
As an added bonus I've included high resolution versions of the perfume bottle and DNA tutorials found below for an extra hour of training bringing the total time to over 7 hours. The video series is available as a digital download only.
Skill Level: Beginner to Intermediate
Time: Over 7 Hours total
Resolution: 1440 x 900 pixels (extra videos are 1280 x 970)
Video Format: Quicktime H.264 with AAC audio
File Size: Download is 1.8GB Total (3 ZIP files 600MB ea.)
Shipping: Digital Download Only
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This video was created in Lightwave 3d 9.3. It is a very basic modeling tutorial showing how to apply some of the basic principles of subdivision / subpatch modeling to create a flattened cube that has rounded edges and corners. This would be a great first video to get stared with subdivision surface modeling. The final model is available for download.
This video continues where the previous one left off and shows how to cut a hole with rounded edges through an object using subdivision / subpatch modeling while keeping all of the polygons as quads. The final model is available for download.
This video works off of the model created in the first video as well. It covers the principles of adding the needed geometry to a subdivision surface object when extruding areas and shows how to minimize the added geometry while keeping all of the polygons as quads. The final model can be downloaded here.
This video shows how to create both X and T pipe joints with smoothing in the weld areas in Lightwave using subdivision surface / subpatch modeling. Also shows how to keep an all quad workflow in the model. The final lwo model is available for download.
This video shows how to create the threading you would find on a bottle or a screw using subpatch / subdivision surface modeling. The video also demonstrates how to fix a few common problems that may arise during the modeling process. The final lwo model (which is available for download) is composed of all quads.
In this video tutorial, we cover the creation of a DNA double-helix strand in Lightwave 3d by using the strength of the lathe tool and the power of some math and the clone operation.
In the video the formula for the number of clones is: (number of revolutions*number of bars per revolution). The formula for the Y offset is: (height of the helix/number of revolutions/clones per revolution). The formula for the heading rotation is: (360/number of clones per revolution). The number of clones per revolution is an arbitrary number you pick depending on how close you want them together. I chose 10 in this video.
This video show how to model a perfume bottle using subdivision surfaces / subpatch in Lightwave 3D. Originally there were four separate videos. They have all been combined into one long video here.
In the video we build the main body, the top nozzle & tube, and the interior liquid with the meniscus along the edges.
In this video tutorial I review how to model three different hexagon shapes similar to hex nuts or hex screws. There are similar techniques used in this video as in the cube with round edges but there are some slight differences. The video explains how to easily keep the hexagon shape when building subd objects. The final low model is available for download as well.
In this video tutorial, we review how to take your node based textures and set them up so that the entire node tree can be easily scaled by adjusting a single controller node. You can use this technique on existing node setups as well as on new ones. This is great when you need to adjust the scale of your textures for objects and scenes that vary greatly in size from the original use.
Showing how to use YouTube video embeds with custom options in CoffeeCup Responsive Web Design apps. This works in Bootstrap Builder, Foundation Framer and Responsive Site Designer. Instead of using the standard video element we use an HTML element with some custom code.
We use code generated from two different sites in the video:
embedresponsively and vtubetools.
This is a good place to start if you don't have any experience with Responsive Content Slider from CoffeeCup Software. In this video we start from scratch with a blank template and build a basic carousel slider with three slides.
This was done with CoffeeCup Responsive Content Slider v1.2
In this video we review how to add transition animations to secondary elements on a slide in Responsive Content Slider from CoffeeCup Software.
In this video we review using picture elements in CoffeeCup Responsive Content Slider to hold your images as compared to using images as backgrounds. All of the images used need to be the same proportions for this method to work well. We cover how to overlay elements on top of the picture elements.
In this video we review how to keep the carousel slide show height consistent when using images that are different proportions when using CoffeeCup Responsive Content Slider software.