One of the other interns at work today showed my how to do some basic stuff with Lightwave, then he gave me a demodisk. I can't remember how to do a lot of the things he showed me, like get rid of that grid that slices through your object.
Or how to deal with layers. Oh well, he'll be back in on Friday and hopefully I'll learn more of those things. Should have taken notes.
It's a house! A -very- small one.
What I *really* want to learn is UV Mapping and Texturing (I've said this before). I think I'd be good at it.
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oh and "G" turns off the grid in 3ds max...dunno about lightwave
In environment stuff you don't usually need extra polygons for deformation, so you could cut a load of those polygons out as they are adding nothing to the shape.
As an aside, having more polygons of a uniform size like that is good - good for lighting - but at the level of detail in the house you have at the moment they aren't adding anything except to the polycount.
Rick - Are you talking about where I placed the window or the depth I added to it? I used the knife tool to split the six polygons on the window side so that I could place the window in that area. I didn't know which tool to use to force that sort of cut in there so that I could place the window where I wanted it (is there something better to use to do this?).
I also used smooth shifting for both the window and the door to push them in a little so that there was some depth to the areas.
When my co-worker was showing me the program he couldn't find any tutorials on making houses that we could follow along with. I'm stubborn on trying to make houses because I'm all about interesting archetecture.
You could have used either of the 2 central polygons for the window, then you'd only have had to make 2 horizontal cuts to define the top and bottom of the window.