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Preparing the model

base_fig01 1. Load your object into Modeler. The first step is to create a surface for each plane (X,Y,Z) and area of the object. This is part of the process described in the texturing section of the Serious SDK. In this image, you can see I have colored each surface differently so they are easy to distinguish when the placement map is exported for the "Serious Modeler".



base_fig01 2. As you can see, the sides of the legs are on one surface, the front another, the inside leg another, and the leg-back surface is unseen. You could also use one surface and later use "cylindrical type" when creating the UV texture, but that's not what we're going to do here. So these 3 surfaces define the 4 basic planes of the legs. Above the legs are 2 surfaces, torso front and torso back, and the feet are made up of 2 planes: inside and outside. These last 2 areas only have 2 planes since they are flatter then the legs, and do not need the extra planes to flatten the areas for the UV texture.


How To:

Switch to Polygon mode by clicking "polygon" in the bottom left or pressing "space" until it is highlighted. Left Click to select the polygons. Adjust using SHIFT/CTRL if needed. Press "q" to open the new surface panel. Enter a name for the surface and choose a default color. Repeat this until all polygons have been assigned a surface.



Base_fig023. Lightwave dynamically updates UV data as mesh data is updated. This is a great feature in Lightwave. What this allows us to do is UV map half the object and then mirror it later. While this is great for low-resolution characters, I do not usually use this with high-resolution characters since it makes things overly symmetrical.

Select the identical parts from half the object and delete them, thus leaving you half the object. In this object, we have 2 polygons that crossover both halves of the model. These will be deselected so they will not be deleted. Later, when we mirror the object, we will select all polygons but these when we duplicate the existing half to make the object whole again.


How To:

Hold down the right mouse button and use the lasso to select half the object. If you select any extra polygons on the other side, simply Left Click on the unintentionally selected polygons to deselect them. In the "top" or "bottom" view, you will see the two polygons that crossover both halves of the model. Left Click to deselect these 2 polygons. Press the "Cut" button "x" at the bottom of the screen to delete the polygons.



4. Save this object as "player1.lwo" and "player2.lwo".

How To:

Choose "File>Save As" from the left menu.





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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