Lightwave, LWCAD and Torque3D
by gdebello · in Artist Corner · 07/05/2011 (7:24 pm) · 0 replies
Just a quick note and update on some Lightwave issues.
Working on a new project at the moment that required some buildings. Created the building in Lightwave LWCAD 3.6 and it exports nicely out of Lightwave using the LW2DTS Exporter by David Wyand.
A couple of workarounds:
1. I created the buildings using Lightwave 10.1 and LWCAD.
2. Created UV Texture in Lightwave and/or UV Layout from Headus.
3. Created Materials using Photoshop and created Normal Maps using the nDo Photoshop plug-in. You can find that at cgted.com or philipk.net
4. I had to save my .lwo object and open it up in Lightwave 32 Bit 9.6.
5. In Lightwave 9.6 I tripled the polygons by using Shift + T.
6. Used LW2DTS Exporter by David Wyand and it worked great.
LWCAD does not give a high polygon count at all. Just some helpful tips for the Lightwave community.
Glen
Working on a new project at the moment that required some buildings. Created the building in Lightwave LWCAD 3.6 and it exports nicely out of Lightwave using the LW2DTS Exporter by David Wyand.
A couple of workarounds:
1. I created the buildings using Lightwave 10.1 and LWCAD.
2. Created UV Texture in Lightwave and/or UV Layout from Headus.
3. Created Materials using Photoshop and created Normal Maps using the nDo Photoshop plug-in. You can find that at cgted.com or philipk.net
4. I had to save my .lwo object and open it up in Lightwave 32 Bit 9.6.
5. In Lightwave 9.6 I tripled the polygons by using Shift + T.
6. Used LW2DTS Exporter by David Wyand and it worked great.
LWCAD does not give a high polygon count at all. Just some helpful tips for the Lightwave community.
Glen
About the author
I specialize in Hard Surface Modeling/Environments/Military Vehicles and Weapons, Particle FX (Smoke and Fire), and Cinematics. Check out the webpage at http://www.gdebello3d.com