Cheng K. Lor
CSCI140
Steinback, Clarke
Ligthwave Modeler
Tool: Bevel Tutorial: by Cheng K. Lor
1. How to use
the bevel tool in Lightwave to create a simple
figure, then converting that figure to look more organic.
2. What is the
bevel tool use for? This tool is use for
expanding and adding polygons to one or more selected polygon surface.
3. For example,
here’s a cube drawn with the box tool.
To use the bevel tool on this box, all you have to do is select the
surface(s) you want to affect, and then click on the multiply tab and select
bevel from under the Extend menu on the left or press the short cut key lower
case “b”. In this case, I chose the top
of the cube to be affected.
4. Now all you
have to do is hold down the left mouse-click, and drag the mouse to expand the
surface.
a. Drag up-
moves the selected polygon out from its original position

b. Drag down-
moves the polygon inward

c. Drag left-
decreases the size of the polygon

d. Drag right-
increases the size of the polygon

5. If you want
to expand it the second time, all you have to do is right click and drag to the
expansion you want.
(Here is a simple tutorial I made for
creating a simple figure using the bevel tool.)
Creating a Simple Figure, using the bevel tool
1. First, use
the box tool and press the keyboard, “n” to bring up the numeric input for
creating a box, then enter these values for segments x, y, and z.
x = 3
y = 3
z = 3

(This
box will be the body of the figure we’re creating.)
2. Next, turn
on both, the polygon and symmetry mode, by clicking on the bottom tabs that
said, “Polygon,” & “Symmetry,” or press the shortcut keyboard commands;
Control + H for Polygon mode, and Control + Y for symmetry. Turning on Polygon mode will enable us to choose
a polygon surface to work with, and Symmetry mode allow us to create a mirror
image on both sides of the y-axis.

3. Now, for the
arms, select the top centerpiece polygon in the right-view, (notice that both
sides on either side of the “y-axis” are selected, because we are in symmetry
mode and the symmetry line at default is the “y-axis.”

4. Next, press
the shortcut, lowercase “b” for the bevel tool, and then drag the selected
polygons out to form the left and right biceps of the figure. (Note:
Remember that dragging out a polygon is to drag up, holding down the
mouse-left-click button).

5. Next, create
the forearms by doing a right-mouse-click to expand it the second time, and
then drag.

6. To create
the hands, right mouse click again, and expand it the third time.

7. For the
legs, start by selecting the two polygons on the center outer edge of the
bottom side, and then, repeat the previous process to create the legs and feet
using the bevel tool.

The finish body of the figure should look something
similar to this:

8.
Lastly, to make the neck and head of the figure,
select the top center polygon and use the bevel tool again, to expand it. This time, drag up and right to make the neck
small at the base and large at the tip, then expand it one more time to create
the head.

9. Finally, to
make the figure look more organic, we should convert the polygons into SubPatch, by pressing the “tab” key on the keyboard. This conversion rounds off the corners of the
polygons, so the polygons would look more rounded.

10.
Now, the final step is up to you to modify the figure, by selecting
points and moving them to change the form to your
liking. I usually work in the “Points Mode,” but you
could either work in “Polygons or Points.
(Also, remember to turn on “Symmetry” to keep both sides proportional,
or maybe you don’t want proportion, because we humans are not symmetrically
divided, but it’s up to you.)
Here’s my final version of the simple figure:

Here are two shots of the figure rendered:


Hopefully this tutorial has helped you to learn more
about the bevel tool in Modeler.