reference material SubPatch Weights
by Andrew Dour
April 2005
Introduction:

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.

 
Before you begin:
 
  • 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.
What's used in this tutorial:
 

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.

 
This illustration is by an artist Skottie Young:

This is the SubPatched model:

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
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.
Using SubPatch Weights to fixing pulling distortion:

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"

 Now that the viewport and mode are correct we'll apply the weight tool to the problem area:

  • Go to the "Map" tab and select "Weights" under the "Weight" section
     

  • 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**

     

  • 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.

    ---------------------------------------------------------------------------------------
     

  • Now you may have to move (t) your point until it looks right

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


 
 
No extra geometry!  No complex manipulation!  Simple SubPatching!
 
Sharpening over rounded edges:
 
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.
  • Go to the "Map" tab and select "Airbrush" under the "General" section
     

  • 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)**
     

  • 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.

 
Things too look out for:
 
  • 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)
     
  • 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.
Conclusion:
 

 


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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Last Modified Date: April 2005
Last Modified By: Andrew Dour