My Sitemap

  • The latest news regarding Meshweaver Productions.
  • Welcome to the portfolio section of Meshweaver where you can see work done for clients and private alike.
  • Meshweaver Client work - browse the work done for clients in the past
  • Clients that Meshweaver have worked for in the past.
  • Various Models made for fun.
  • Details regarding the contruction of a hobby Lightwave model of the Last Starfighter Gunstar Space Craft.
  • Details regarding the contruction of a hobby Lightwave model of the Klingon Bird of Prey
  • Details regarding the contruction of a hobby Lightwave model of the USS Frontier Starship
  • Details regarding the contruction of a hobby Lightwave models from The Starfleet museum website of romulan war era spacecraft.
  • Meshweaver's gallery featuring real world renders.
  • Meshweaver's gallery featuring Babylon 5 renders
  • Meshweaver's gallery featuring Star Trek renders.
  • Meshweaver's gallery featuring Star Wars renders.
  • Meshweaver's gallery featuring other SF series renders.
  • Meshweaver section featuring works in progress.
  • Various tutorials for CG artists.
  • There are many good tutorials on the net on how to make good asteroids. Many techniques are very similar to others. This is a technique I use
  • I am going to outline a few methods of making windows in this tutorial for you. The first will deal with placing windows painlessly onto flat hulls. The second section will deal with placing windows on a circular Trek type hull and the 3rd section will deal with placing windows on an elliptical Trek type hull.
  • The techniques for making these beams? - well I made them up for my own purposes - but hopefully they can help others out
  • Due to unexpected demand - I've created this tutorial to show how to achieve the texture map I created for my Dark Star fighter project. I will primarily be using Corel Photopaint 7 through this tutorial but you can achieve the same with any high end graphics program - like Photoshop for instance - and a good texture creator.
  • "How do I make a pipe - I mean a real bendy pipe following loads of twists and turns?".
  • Learn how to make artificial burnished metal effects on round objects with procedural textures.
  • Right you've finished your mesh now comes the tidying up! No matter how careful we are in constructing our mesh certain errors always pop up during construction that are overlooked and might cause problems later. I'm aiming to provide some general guidelines for construction and some tips for tidying up - these tips are also extremely handy when handling Conversion from other file formats.
  • There are a few methods for making Aztec Patterns for Trek ships. Many of them require the use of the program Adobe Illustrator - but not many people may wish to forego the cost of this program in order to create these maps - especially when most of the time that would be their only use for the program. Below I will detail a method for creating these Aztec patterns using both Modeler and Adobe Photoshop.
  • How to Make Photon Torpedoes with Simple Lens Flares
  • Spacecraft thrusters have long been the bane of the amateur striving to get a good effect - in the following tutorial I will endeavor to provide for you a method I have often used to good effect. First we need to give our thrusters some "body" as it were to simulate that afterburner effect that people generally love to see - and to do this we are going to use some of the standard lights that come with LightWave:
  • How to set up screamernet network rendering in Lightwave painlessly!
  • How to setup backgrounds for modelling from schematics or blueprints in Lightwave Modeler
  • Ever since the dawn of engineering time (well okay slight exaggeration there) engineers have produced a surface dubbed knurling to enable human hands to get a better grip on slippery metallic surfaces. It's usually produced by using a special cutter that applies pressure onto the metal surface and is moved along and rotated around the circular surface to produce a diamond shaped profile.
  • What is Surface Smoothing? For a long time now I have observed that some artists still have trouble getting a fundamental grasp of surface smoothing and how to best use it to their advantage. Let us first go over what the Lightwave Manual has to say on this subject.......
  • Rigging pistons with Inverse Kinematics has long been the bane of artists in Lightwave. A long time ago someone came up with a formula for doing it and it has been passed down through the ages! - I'm presenting this tutorial simply as a copy of that long developed method so that people searching for the answers will always have some sort of mirror for the technique to fall back on.
  • Polygons - Trigons - Quads - N-Gons - Tripling - NON Planar - Nurbs - Freezing - what does it all mean?? The theorems and practices I am about to outline are common place and widely used as datum's in the industry - I am by no means suggesting these are the holy grail of doing things - but they have served me well in a production environment for well over 10 years - you decide for yourselves if that is a pedigree worth listening to. So - what do all these terms mean and how and why do we use them?

 

 
 
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