These are some Lightwave 3D objects I have created for various reasons over the years. There is nothing really elaborate here, but you are welcome to use any of the objects you download from this site. Woodworking is one of the things I enjoy doing when I get tired of sitting in front of a computer, so many of these objects are Lightwave 3D approximations of woodworking projects I have completed.
Click on any of the thumbnail images for a larger version of the image, or download the object and/or scene by clicking on the link to the appropriate .zip file.
This object is called a "berry basket" and this one has a
distinctive southwestern design. I am mainly proud of the wood texture
on this object, as it uses strictly procedural textures built-in to
Lightwave, no image maps are used. The key to achieving realistic
looking wood when the camera is in close, is the secondary grain which
is achieved by using other procedural textures besides
"Wood". The scene file in this archive animates the basket
from its initial flat state to the 3D standing position shown here. The
object is not a true replica of the real thing, since the
simplifications that were made to the basket portion of the object
would cause it to fall apart in the real world. Can you tell what the
problem is (and how the real object would have to be made)?
This 3-string Mountain Dulcimer uses wood textures that have
multi-colored primary grain (the secondary grain is still present as
well). The head, tail, and fretboard are made to simulate African
Mahogany which has 3 major colors in its primary grain pattern. The
top, sides, and bottom of the dulcimer simulate Cherry, and uses 2
colors in its less distinctive grain pattern. The version of this model
that I am giving away does not have bookmatched grain patterns on the
top and bottom, that is left as an exercise for the Lightwave user that
wants a better replica of a master crafted dulcimer. The bridge and nut
of the dulcimer are made to simulate East Indian Ebony, and are the
simplest of the wood textures in this object.
A Polynesian style birdfeeder made from California Redwood. Luckily in
my 3D world, wood doesn't fade in the sun and birds don't poop, because
the actual birdfeeder doesn't look like this anymore after being
outside for over 6 years :-). It would take some pretty nasty
texturing, bump mapping, and even displacement mapping to make this 3D
model look like the real object!
Another object with detailed wood textures. The real oars are made from
White Ash and Black Cherry woods.
A flat-bottom canoe I built for fishing the small lakes in southern
Arizona and the White Mountains. The bare wood (the seats, breastplates
and gunwhales) in this model are not as detailed, since they are
missing the secondary grain features found in the models above. The
seats and breastplates are made from Tanguile and the gunwhales from
White Lauan, both species very common to the Phillipine Islands.
brain-h.zip (35,500 polygons, 380K zip
file)
brain-m.zip (17,700 polygons, 190K
zip file)
brain-l.zip (8,800 polygons, 94K zip
file)
NOTE: No need to download all 3 files if you own
Lightwave and have the qemLOSS plugin.
Just load brain-h into modeler, run qemLOSS and choose your own
reduction amount (I used 50% and 75% to get brain-m and brain-l).
Experimenting with the other qemLOSS parameters may provide even better
reductions.
This object was not modeled with Lightwave, it was reconstructed from a 256x256x128 resolution CT scan dataset using the IBM Data Explorer scientific visualization package. The data was filtered and segmented prior to the isosurface reconstruction. The resulting mesh was decimated to reduce the number of points and polygons, so it could be imported and manipulated using Lightwave 3D. Although this model still has some flaws (there are much better brain models available commercially), a request for a brain model comes up every 6 months on the Lightwave Mailing List. So here are 3 resolutions of this model to provide a starting point, some nice texturing would probably make it look much better (looks to me like this would be a great model for the new LW5.6 Rust shader, lots of nooks and crannies!?!).
NOTE: If you find a great way to texture this model,
and would like to share it, please send me some e-mail and I'll make
your texture/surface files available here as well. Maybe we need a
"Texture the Brain" contest :-).
This Lightwave object is an attempt to model the large Honey Mesquite
tree in the front corner of our yard. I used the techniques presented
in Dave
Jerrard's "Trees - It´s A Breeze" tutorial that
originally appeared in the April/May 1998 issue of NewTekniques
magazine. The trunk and branches of this object contain 8,966 polygons
and the leaves use 9,427 polygons and the clipmapping technique
described in Dave's tutorial. I am making this available in the hopes
that others that use the tutorial will also make their trees available
for download. I'd love to see how others use and customize Dave's
techniques to create their own unique trees.
This Lightwave barrel cactus object and scene requires the Worley
Laboratories' Sasquatch plugin to generate the cactus spines. Since
the Sasquatch displacement plugin's parameters are stored in the
Lightwave scene file, it will be necessary to do a Load From Scene to
add this object to your own scenes. This object contains 3 layers of
Sasquatch: one for the light gray radial spines, a layer for the hooked
central spines, and a 3rd layer (really only necessary for close-ups)
for fuzzy areoles beneath the spines. You can find a rendered image
below, that uses two similar cacti, as well as the mesquite tree
available above.
I will try to add more objects to this page as I organize the objects I
have archived in various places on several different computers.
Click on any of the thumbnail pictures below for a larger version of
the image, or to go to the appropriate web page.
This
image was created with Lightwave 3D for the November 96 Lightwave Mailing List Contest.
The theme for the contest was "The Cliche'" and entrants were
encouraged to use chrome spheres, checkerboards, marble textures, and
anything else to bring back memories of the early days of 3D computer
rendering. It won second place in the contest, and the description is
included below.
The Reflector
Amiguy retired from 3D cybersports in 1989. But on a recent visit to his favorite park, he was caught reflecting on past accomplishments during his morning tea time. There is plenty of chrome, wood, marble, brick and checkerboard patterns at the park, and Amiguy brought his teapot and a torus or two (or three) to help him feel right at home. Old time Amiga users might recognize memories of BoingThrows (1987), Gymnast (1987), Doctor_A (1988), and WaveSailing (1989). Amiguy and his memories were originally created with Sculpt3D, the rest of the objects are all pretty simple and were created with Lightwave specifically for this flashback to the '80s.
This
Lightwave image was designed as the logo for the flat-bottom canoe I built. I wanted
to name the canoe and create a very simple design with just a few
objects to emphasize the sparse desert terrain. The border area was the
same color as the canoe, so when the decal was appied to the side, it
would appear as if the image was recessed below the surface of the
canoe. Not a very sophisticated rendering, but one that serves its
purpose well.
This
virtual view of the Santa Catalina mountains was created with Questar Production's World
Construction Set. The Santa Catalina mountains rise from floor of
the Sonoran Desert just north of Tucson, Arizona. This digital
landscape originated from 7.5-Minute elevation data available for
download from the US
GeoData web page. The photos of plants from the Sonoran Desert are
placed on the digital landscape using the "Rules of Nature"
capabilities of World Construction Set. WCS terraforming was also used
to "sculpt" Finger Rock out of the top of the mountain, since
the digital data did not contain enough resolution to resolve the
well-known landmark.
Here
is another attempt at modeling and rendering a desert scene with
Lightwave. The Sasquatch
plugin from Worley Labs
allowed me to render the grass, weeds, and cactus spines seen in this
image in a reasonable amount of time and using a fairly small amount of
memory. I can't express how pleased I am about the foreground details
provided to this image by the Sasquatch plugin. This scene uses only 2
image maps for placement and density control of the grass and weeds on
the landscape, otherwise the displacement of the landscape and all the
texturing is procedurally generated.
Another
Lightwave rendering created for researchers at the University of
Arizona's Planetary
Image Research Lab. This is a single frame from a computer
simulated flyover of a cluster of volcanic channels on Venus. It was
created from synthetic aperture radar images and topography data
collected by the Magellan probe. The animation shows the placement of
channels in relation to structures in the surrounding terrain.
I
have written several modeling and animation plugins for Lightwave 3D.
All of the plugins are freely distributable. Many of the plugins are
only available for the SGI, but several have been ported to other
platforms as well. You can find Shades, CTBFtoy, DEMScape, Decimate,
InventorSave, InventorView, LOD, qemLOSS2, SGI_AVI, SGI_Cosmo,
SGI_Movie, and SGI_Quicktime plugins by following this link.