A Place to Rest Your Cup…

The next thing we need is a place to rest our cup. Let's make a slab of wood that just floats in the air (why model legs we'll never see anyway?).

  1. Make sure your wine glass is saved, and choose "New Object" -- this will not close the existing object, but will open up another (blank) workspace. Notice the drop-down in the upper right hand corner of the screen that had the current object's name on it will change to show which of the objects is being edited. That is, it will have gone from saying "Wineglass_02" to saying "Untitled".
  2. Choose the "Objects / Box" ("Shift-X") tool, (zoom in or out as needed to make sure the grid is set to 20mm so you can see what you are doing). Create a box like the one shown here, positioned like this one is -- with its top level with the "0" of the "y" axis 9i.e. level with the grid).
  3. Press "q", and name the surfaces of this object "table_wood_sides",
  4. Now we'll give the top polygon a different surface name from the rest f the slab. Select only the top polygon:
  5. Hint: In "Polygon" mode (click the "polygon" button at the bottom of the screen), drag with your right mouse button in the fashion shown in the left half of the example. When you are done you should see one polygon normal showing up, as in the image to the right. You should have one polygon selected -- see the readout in the lower left of the M<odeler screen to see how many polygons are selected; it should read "Sel 1".

    Another Hint: Yes, you could have made this selection by simply clicking your left mouse button once in the perspective view. The method used in the previous diagram is good to know about thought, for future consideration only.

  6. Press "q" to rename the selected polygon's surface. Call this one "table_wood_top". Yes we could get away with simpler surface names, but the longer, more descriptive names I'm using will be helpful when we have this object in the more complex scene we are putting together out of all these pieces.
  7. Save this object as "Table_01".
  8. Let's add a simple bevel to the top polygon of the slab: choose "Polygon / bevel" (b), and then click and drag with your left mouse button in any view-port except the "Top" view.
Note: The (b) Bevel tool works as follows:
    • Hold your LMB down, and drag your mouse up and down to scale the selected polygons around their normals, drag your mouse side to side to extrude it in or out.
    • Up and down to scale, (Inset)
    • Side to side to extrude, (Shift)

You should have something similar to what is shown in the left part of the diagram.

  1. As always, we can fine tune our creation with the numeric panel. If you have just finished the bevel operation (and haven't done anything else), pressing "n" will open the "numeric" requester, where we can change the "Inset" and "Shift" values numerically. The "Inset" value is the scaling amount (which we have been controlling by the up and down motion of your mouse when you do this in the view-port). The "Shift" value is the distance the polygon is extruded (which is controlled by the side to side movement of your mouse when working in the view-port). When you are done, you should have something similar to the image shown to the right above -- mine was an Inset and Shift of 1mm each; those numbers will work for you, assuming you set your zoom in step 2 above.
  2. Note: The newly created polygons (the four sloped polygons we just created) will automatically have the surface name of the polygon that made them -- so since we made them with the "top" polygon, they will be called "table_wood_top", just as it is.

  3. In the interests of keeping our lives nice and tidy, lets move our table down 1mm so that the top of it is still on the "0" in the "y" axis. This is just a good habit -- and in this case, it will ensure that our wineglass rests nicely on top of the table -- not inside it.
    • "Deselect all" by clicking in the menu where there is no button (i.e. on the grey background between the buttons) (Keyshort = ?)
    • Press "t" to activate the move tool, and the "n" to activate the numeric tool.
    • Choose "Actions / Activate" in the drop down menu within the numeric panel, and set "y = -1mm". Leave the other values alone, and hit "Apply"
    • Close the numeric requester.
  1. Save that out (Table_02, if you wish).

The rest of this project requires Layout. Make sure both objects are saved, and Launch Layout.

 

Render, Surface, and Light!

When you come back, launch Layout, Load both objects (see the image below -- objects are added through the "Add / Add Object / Load Object" menu, which is in the main part of the menu screen (Actions) -- (the Keyshort "+" opens the object load dialog).

 

Set your camera to show something like what is seen here. Remember to keyframe the camera so it will stay where you put it -- the easy way to make a keyframe is to press <Enter> Enter> after you move something.

 

We'll texture and light this in a later session. For now,:

  • Save the Scene "File / Save Scene As" (S) as "WineGlass_01"
  • Save the Objects by selecting "Save / Save All Objects"*

 

*The "Save All Objects" feature in LW Layout is very important! All texture information is stored in the object files, NOT in the scene files. Always, Always, Always, choose "Save All Objects" when you are about to close Layout (unless you want to trash your textures…). Next, we'll texture the wine glass.

 c. tonyg 2000