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UV texturing in Lightwave
(focus on Game Models for Serious Sam)

By Max Glick

This tutorial explains two methods for the UV mapping of an object in Lightwave3D 7.0b. This tutorial should be compatible with all 6.X+ versions of Lightwave3D.

Intro

Lightwave offers a number of ways to generate UV maps, but often the computer-generated maps are difficult to interpret and paint on. As a result, this tutorial is intended to show you two processes for making more controlled UV maps. The concepts provided here are a combination of my personal experience and practices I've learned from others, in particular from Aristo Menis's tutorial "Nothing Compares 2 UV" from the site www.menithings.com and the CroTeams's tutorial on UV mapping in the Serious Sam SDK.

The goal of this tutorial is to demonstrate the creation of a UV Texture map for a character model for the Serious Sam engine by CroTeam, but the ideas provided can easily be adapted for any UV mapping project. Remember, this is an approach I use, but it is not the only way to do it. Experiment and find what works best for you.



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Tutorial Pages

Intro
Preparation
2 Approaches

App1: Start
App1: Generating
App1: Inside Leg
App1: Torso
App1: Remaining
App1: Adjusting
App1: Red Grid
App1: Positioning
App1: Finishing
App1: Results

App2: Start
App2: Flattening
App2: Creating Map
App2: Finishing
App2: Results

Printable Version


Resource Files

Red Grid
Texture Map from tutorial in TARGA formay

Start Model
Samantha model for Tutorial

Finished Model
Textured Samantha model (Download Red Grid image separately)



Related Links

Newtek
LightWave6
CroTeam
MeniThings