Game Development Reference
use the 'Stretch' tool, which is accessed using the 'Modify' tab or by
pressing the 'h' key. The stretch tool allows you to move a group of points
or polygons. The first click defines the centre of the stretch. Dragging the
mouse then enlarges or shrinks the selection in the axis of the drag. You
want to stretch this row of points until the size of this section is
comparable to the sketch. It is now that you will realize the usefulness of
this simple sketch. Otherwise, adding geometry requires a very good eye
and lots of experience. Repeat the knifing and stretching until you have
four new rows of points. Take a look at the object called 'Body01.lwo' in
the Objects folder for Charlie to see where you need to have arrived at.
It is now time to cap the neck area. To do this, highlight the upper row
of polygons and press the '=' key. This hides any geometry that is not
selected. This does not mean it is deleted; it is simply hidden from view.
Pressing the '\' key at any time will restore the full geometry. To cap the
neck area we will make some polygons out of sets of four vertices in the
top row of points. The outer polygon will have just three vertices. By
selecting the newly created polygons and choosing the 'Smooth Shift' tool
we can extrude this set of polygons and create a new row. Smooth shift
is accessed from the 'Multiply'. The selection of polygons will be shifted
along the vertex normals as you drag left and right. The neck is just 12
vertices in a row so we must weld some points together to achieve this.
Take a look at 'Body02.lwo' to see the stage we have arrived at.
To continue we need to 'Smooth Shift' polygons near the armpits to
create the geometry that will form the arms. This will be knifed to create
an indent for the elbow. Knife through the lower section and form the hips
in the same way that we have created the upper body. The lowest row of
points will be used to form an area in which to create the legs. Draw a ring
around this lowest row of points and press '=' to show just this selection.
In the 'Top' view select just the front and back points for the points nearest
the middle and weld these together. Repeat this for the next points. Then,
using the 'Drag' tool reshape the remaining points so that they form a
hexagon. Select these points and choose 'Make Pol' to create a polygon
from these points. Press the '\' key to show again the full geometry and
select just the newly created polygons. 'Smooth Shift' allows you to create
the beginnings of a leg. The 'Knife' and 'Stretch' tools will allow you to
shape this leg close to the geometry of the backdrop images. To get closer
to the final geometry you will need to use a combination of the 'Drag' tool
and the 'Move' tool with point selections to drag and move the points into
their final locations. This part of the process is all about judging which
points are which in the user views. Lightwave 6 allows you to select points
in the perspective view, which certainly makes a difficult to locate point
much easier to find. 'Body03.lwo' is the stage we have now reached.