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Homework 6 Problems

All exercises were modeled in LightWave 7.5.

1. Start out with a rectangle 1x1x2. Extrude the top right, and
bottom right polygons up and down 3 units respectively. This
gives you half of the “H”. Mirror this on x-axis to complete the
“H”. Reduce polygons if necessary.


2. In layer 1, Start with a sphere.
Copy and paste this sphere below the
first and squash down on the y-axis.
Copy and paste this ‘sphere’ below
the second.
Arrange these, overlapping each other
to get the top of the pawn piece.
Apply a Boolean operation to union
these together, and merge points to get
rid of the excess.
In layer 2, create a disc and extend this
out for the length of the column.
Apply a curved taper.
In layer 3, create two more squashed
spheres for the base of the pawn, and
size them accordingly.
Arrange these to your liking, and apply
a Boolean operation, as above.
To create the flat base for the pawn,
select the bottom half of the lower
section of the shape just made.
Stretch these till they are all in a
straight line across the x-axis.
Apply Boolean, and point merge.
Select the geometry in layers 2 and 3,
cut and paste into layer 1.
Apply Boolean and point merge.
Give the surface a name, and save the object.


3. To model a mouse, I would start by putting each of the elements in different layers, and using hierarchy
Body – Start with a sphere, stretch and shape till get desired shape. Add a central bone for all others to branch off of.
Head and ears – create sphere, then manipulate to get the desired shape for the head. Add more spheres to create eye, nose, and ears. Tapered cylinders can be used for the whiskers. Add bone to connect to body with.
Left arm - 3 parts, foot, lower arm, upper arm. Create the shapes (either stretched sphere, or rounded cylinder) for each part, and add bones.
Left leg – scale left arm larger, reshape if necessary, and place in correct location.
Mirror left side to get right arm, right leg,
Tail – Use a tapered cylinder and add a few bones so it can be animated to move.

4. Surface normal – “A vector perpendicular to a surface.” This polygon is on a plane in the YZ direction. The surface normal would be a vector along the x-axis, either positive, or negative.

5. Model the surface using a polygonal mesh.

6. In a volumetric data set, all of the locations that have a given value, such as 0.67 form an isosphere.

7.
a.) For the bookshelf I began with a cube. This was scaled to make the back of the bookshelf. This was then copied, rotated, and rescaled to become one side. This side was copied and moved to create the other side. The shelves were made by copying one of the side panels, rotating it, and resizing the length. A wood-like image and bump map were then added to complete the model.

b.) For the squash, I began with a sectioned cube. Then I tapered, stretched and resized the points to get the overall shape, then used metanurbs to smooth the surface. Then I added color and a bump map to complete the look of the squash.

c.) For the cup, I created a spline, then lathed this around y-axis. For the handle, created a spline and a disc, and did a rail extrude of the disc on the spline. For the texture, I increased its reflectivity, glossiness, and specularity, while decreasing the diffuse level slightly.

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