Create a simple scene with a standard Cube object
(Objects > Primitive > Cube) and a Background
object (Objects > Scene > Background). By adding
a Background we make sure that our scene will not
render completely black but rather a smooth gray like in the image
below.

Make the Cube
editable to simulate a more complex mesh and drop
it in a HyperNURBS to give it a rounder appearance:

This is the render you want to display but you also want
to show the actual mesh. A common solution is to simple activate
the Cel Render option with Edges
checked in the Render Settings, which will give
you this:

Not exactly what we want. We have a wireframe but a wireframe
of the smoothed mesh, not the actual cage. It's very hard to give
constructive criticism on a wire like this. Deactivating
the HyperNURBS is better and also satisfactory
for most situations:

Now we have a wireframe that shows the actual non-smoothed mesh
and people can study how the mesh is constructed. But we will take
this a couple of steps further by invoking the mighty Photoshop.
You will first have to render two versions of your image,
one shaded with HyperNURBS activated
and one Cel Render (Edges checked)
with HyperNURBS deactivated:

Load both images in Photoshop and create a new
document roughly the same size as your renders. Now
drag the two renders onto the canvas of the new
document by using the Move Tool while pressing
down the Shift-key. Pressing down Shift
will ensure that the layers are perfectly centered
on the new canvas. You should end up with three layers
in the new document so rename the two new ones to Cel render
and Shaded render:

Now make sure
your Cel render layer is the first in the layer
hierarchy and set its mode to Multiply:

The Multiply mode will basically make the
white pixels transparent while keeping the black pixels opaque,
and thus the shaded image underneath will be visible:

And there we have a much better wireframe for display as it shows
both the shaded model and the polygon cage. A nice
trick is to adjust the hue and saturation of the
Cel render layer to give the wire a different colour:

That's
it. Using this technique as a starting point you can produce high
class wireframes in no time.
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