Christopher Evans>Modeling with subpatch weight
for Lightwave
level: all
An introduction to modeling with subpatch weight in Lightwave 3D.
First we will discuss what subpatch weightmaps are and how they work. Weightmaps are vertex maps in Lightwave that hold various information, from deformation, to smoothing, to color. Today we will be looking at vertex weightmaps in use with modeling subpatch objects. Subpatch objects can utilize a special type of weightmap that affects the smoothing bias of each point in the object. This allows you to create objects with much more accuracy and greater control without adding complexity and geometry to the cage. The object at the right is a simple example of subpatch weight being used to add detail to a model. Weightmaps, when applied to subpatch objects (subpatch weight), allow us to change the bias or affinity of the surface toward or away from the points. In weight shaded mode, darker red symbolizes a positive affinity, darker blue a negative and the grey/green coloring symbolizes neutral or normal subpatch smoothing.
Here, cages are turned off, but you can see my point selections. Selecting the four points on the right and changing their weight to 100% changes the affinity or bias and bends the geometry out to meet the points of the non-subpatch mesh. On the other side I selected the other two points and set them to -100%. As you can see they shy away from the control points along the same direction just its inverse. This technique is amazing for adding edges to objects without slicing them with Knife or Bandsaw. It is really amazing how many complex objects you can make with very little geometry.