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reference
material
SubPatch Weights |
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| by Andrew Dour |
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| April
2005 |
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Introduction: |
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This tutorial will
cover a often overlooked area of SubPatch modeling: SubPatch weights.
Similar to adding weights to bones and skelegons you can control the
effects of subpatching. By now most of you have learned the trick
to SubPatch:
hit tab. That is only the gateway to
SubPatching.
Often just applying base
SubPatching
(tab) results in rounded edges, and some distortion.
SubPatch
weights can sharpen up edges that you don't want to be round and also
eliminate some of the nasty distortion and pulling. |
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Before you begin: |
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- Model an object of any level of detail
you wish (keep in mind you want the model eventually have both hard
and round edges)
- Make sure it is SubPatched
- Look over your model and find some
distortion, pulling, and rounded edges you'd like sharpen and clean up.
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What's used in this tutorial: |
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In this tutorial I will be using a model
inspired by an illustration. Having the illustration to compare with
will better show what we are trying to achieve with SubPatch weights,
while also showing the limitation of just SubPatching by itself. |
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illustration is by an artist Skottie Young: |
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is the SubPatched model: |
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In this tutorial I will refer back to these
two images or provide more detailed shots.
You may find it useful to compare your model with sketches you have done
in preparation or simply go off of what you have in mind for how your
model should look |
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Identifying Problem areas: |
Comparing the images above, here are some things that SubPatching alone
doesn't do:
- Cape points, and other cloth
folds/creases are not sharp. (this detracts from the angular style)
- Wrists, elbows, and hair all
seem to be too rounded.
Also some problems that SubPatching alone
has created:
- Bad pulling where the cape meets the
neck.
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Using SubPatch Weights to fixing pulling distortion: |
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We are now going to fix Pulling
problems, but first to alter SubPatch weights we need to make some
viewport changes in Lightwave Modeler
- Change you viewport display mode to
"Weight Shade"

- Change your editing mode to
Weights, and select "SubPatch Weight"
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Now that the viewport and
mode are correct we'll apply the weight tool to the problem area:
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Go to the "Map" tab
and select "Weights" under the "Weight" section
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Click and hold down
on the left mouse button on the point you wish to fix
**adjusting weights does not require you to be in Points mode (CTRL+G)
or Polygons mode (CTRL+H) specifically, either will allow editing of
point weights**
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Drag the mouse to the
right (while holding down left-click) to sharpen the SubPatch
weight of that point (this will turn the point and surrounding area to
an orange-red)
(you can pick any percentage of weight adjustment I will use 85%)
---------------just so you know what's happening here---------------
This is causing the point to have a greater percentage of hold to its
original location, meaning it is not affected as much when SubPatching
is rounding out shapes.
**additionally, dragging the mouse to the left while holding down
the left mouse button on a point will loosen/decrease the weight
of the point turning the surrounding area blue**
This would cause the point to have a lesser percentage of hold to its
original location, meaning it is more greatly affected when SubPatching
is rounding out shapes.
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Now you may have to move
(t) your point until it looks right |
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With the weight
applied, the point is still not in the proper position, but it is no longer
stretching
I simply moved it to the center of the neck (towards the right)
and again moved it forward until it fit perfectly at the base of the hood
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| No
extra geometry! No complex manipulation! Simple SubPatching! |
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Sharpening over rounded edges: |
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Sharpening an edge that is too round uses the exact same technique, however
I am going to show you another way to adjust the weights using the
"Airbrush" tool
The Airbrush works fairly simply, like any brush in any photo editing
software. Another place you may have used Airbrush within Lightwave
would be for weighting bones, or similar to what you would use in Vertex
Paint.
Using the "Weights" tool is designed for very controlled use of a few
vertices (like fixing a random pull) The "Airbrush" is
more suited for adjusting larger areas.
I will be using it to sharpen the creases and edges of the cape.
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Go to the "Map" tab
and select "Airbrush" under the "General" section
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Click and hold down
on the RIGHT mouse button while dragging left or right to select
your desired brush diameter (shown accordingly by a light blue ring)
**at this point you can hit (N) to check the Numeric settings for
the Airbrush tool. The tool's default Strength is set to
10% which I find to be a good low number so that when layering strokes
the weight does not build up too quickly. Additionally the
default Weight Value is set to 100% which represents the highest
the weight will go (even if brushed over several times)**
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Click and hold down
on the left mouse button while dragging across your model (this will
turn the points and surrounding areas to an orange-red) as you sharpen
the weights of the points
**additionally, holding SHIFT while holding down the left mouse
button and airbrushing your model will loosen/decrease the weight
of the points turning the surrounding areas blue**

After making some changes to
give the cape a sharp fast feel to it, I'll continue using these techniques
to enhance the rest of the model (I encourage you also to get familiar with
these tools and continue cleaning up your model)
Often you'll end up using a
combination of sharpening and loosening. |
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Things too look out for: |
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- Oversharpening can cause you to see
the definition of the polygons in your object, which defeats the purpose
of SubPatching (for the most part that is)
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When using Airbrush, sometimes
geometry on the other side of the object will be affected, make sure to
rotate your model around when brushing to check that only what you want
is being brushed.
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Conclusion: |
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The
overall impact of the SubPatch weights may not seem like much, but when
compared to the base SubPatch weight (all 0%) it's easy to see what
you've been missing out on. It's a simple fix to a major problem, and
it helps give your model extra emphasis and an in-control appearance to your
modeling abilities. These tools are so simple to use and easy to get
comfortable with, and I hope you've learned something you can apply to help
you improve your modeling skills.
Keep having fun. |
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| Back to Reference Materials |
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| Last Modified Date:
April 2005 |
| Last Modified By: Andrew Dour |