Note that this tutorial and all files associated with it are property of Except, and may only be used in relation to self-teaching through this tutorial.
LIGHTSCAPE 3.2 FREE
This scene contains free 3D objects downloaded from. We start out with the Lightscape scene we made in Part II of this tutorial, and try to end up with the thing in Lightwave v8 in the end.ĭownload the Lightscape scene from Part II here. Because of these illogical things, I will adopt a trial-and-error way of doing this tutorial. You will sometimes need to do illogical things, such as mapping a random image to a surface, just because of the mapping. In order to accurately predict what is going to happen and what you will need to do in Lightscape to make it happen properly you will need to have performed the workflow described in this tutorial several times. And you would have a problem with part II of this tutorial too since its quite difficult getting preper UV mapped geometry into Lightscape. Frankly, the M2T function is plain broken, and of no use. You will meet disaster and a very long waiting time before you hit the disaster. You might say, why don't you use the Mest to Texture (M2T) function of Lightscape.
LIGHTSCAPE 3.2 MANUAL
I have focused on it to be able to handle large complex scenes, and with an absolute minimum of manual adjustment of a list of properties. I developed a mthod which will circumvent all these problems. Then, what kind of happiness will this method bring me exactly? If you are familiar with Lightscape you will know that some black parts in your solution can be hard to avoid. Also, the solution is not editable in any way. Then the biggest problem is that of not being able to save your objects. There are easy ways around it, but they always end up giving you more material divisions, which is a pain since each material's shader needs to be set by hand to the correct object. That will happen quite a lot, especially considering the tesselation Lightscape performs. First is the problem of the 'Too many vertices in Object' message you will get if an object contains more than 512 vertices. To take a Lightscape solution and go through all the steps necessary to make a UV mapped baked solution in Lightwave from it.Īs I explained in Part III of this tutorial, you can import a Lightscape scene into Lightwave using the Lightscape import plugin.