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VORLON
ENERGY BEAMS |
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The techniques for making these beams?
- well I made them up for my own purposes - but hopefully they can help
others out - this is one of the things with Lightwave - you will find
yourself innovating a lot as you learn more - so I really recommend
getting a good notebook and making a note of things as you learn them
- because people you won't remember them all! Trust me on that During the course of this tutorial we'll be flitting back and forth between Layout and Modeller - so if you're following it - open both programs. We are trying to replicate the energy convergence when the Vorlon weapon's fire - so we need a basis to work with so load up the VORLON dreadnought into Modeller. Then switch to another layer - nothing in the background and we'll concentrate on making some beams: First of all make a nice squiggle
spline curve - as explained in the Rail Extrude tutorial.
Something like this: |
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Now follow these steps
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Copy this curve to another layer |
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Now make 2-3 copies
of this beam and paste to different layers - rotate them along
the Y axis and/or rotate them around the X axis to create multiple
beams - then when you're happy with placement weld the topmost points
together and then the same for the bottom and ensure they are on the x=0
position
like so ![]() |
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Right the beam is done
- now we have to size the object to the dreadnought -
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Next we have to put the
Dreadnought into the picture - get yourself a pen/pencil and a piece of
paper. We know the beams run diagonally across the boom ends -
so we need to make some measurements.
At this point I really do recommend that you get hold of the Supersize Plugin. I use it for everything I model - it allows you to set a dimension on one axis and then scale the other dimensions to fit - or to simply affect one axis measurement at a time - it is easy to use and I would say almost a necessity - it's freeware - so go get it! -------------------------------------------------------------------------------- Using the Dreadnought booms as reference
take the following measurements - and then using Pythagoras work
out the length of the diagonal. |
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By my calculations A=282m,
B=192m. Therefore using Pythagoras - C= square root of A Squared
+ B Squared , which equals 341.16m which sounds about right
- so now using Supersize (or another method) make the beams approx.
341.16 m High along the Y axis - scale the other two axes
aswell for now.
Now position the object in the right place
at the ends of the booms (do this with the dreadnought in the background
for reference) and then proceed to rotate about the z/x axis intersection
until the ends of the objects touch the relevant parts of the booms
- make a note of the angle - in the bottom left of the screen - then
undo this action. I made it 56 degrees. At this point save this
object as ZAP |
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Now we go into layout:
In layout - load the dreadnought
and the Zap object - the zap will load into the correct place
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Here are my settings for
the flares
Boom Flare - energy Origin: RGB: 255 / 255 / 0 same as Boom flare but: Flare intensity
= 250% and Intensity Falloff = 400m Surface Shader settings for the beams: RGB 255 / 255 / 0 ---- Glow at 95% or higher. This what it looks like: |
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© Meshweaver 2005 and beyond |