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twoshoes
06-15-2006, 11:05 AM
Hey guys, quick question about Lightwave UVmapping

Ive started modding for battlefield 2 and im mapping my models in lightwave, after working it all out and overcomming small problems I ended up with a good map going. To get it in to Gmax (and then to bf2editor) I need to export it some way. *.3ds as i found out from using Wings3D can presurve UVmap coordinates, since Wings3D is freeware I almost took it for granted that Lightwave would to.

So, I got my model and went to Export>3DS exported it all and to my surprise (and discust) when i imported it into GMax there was nothing to show (sam problem in Wings3D) i went to the exporter in lightwave and saw taht the Capture UV Map was not selected. So I figure i must be doing something wrong?

Can someone please help me out , hopefully i dont have to redo my map. Im yet to be blowen away by anything in Lightwave, after comming from Maya PLE, im starting to regret my purchase.

telamon
06-15-2006, 11:40 AM
Have you used the UV Map in the surface editor. If not, assign a surface, open the surface editor and create a dummy image texture in the color channel using the UV Map.

biliousfrog
06-15-2006, 02:13 PM
yep make sure that the map is assigned to a surface & if possible export as an .obj as it's a universal format & LW definitely exports UV's with it.

I haven't been blown away by anything in Lightwave for years either but it has most of the tools of other apps....it's just a bit excentric & different to what you're used to.

pixelranger
06-16-2006, 09:08 AM
that's right, the 3ds and obj exporter don't recognize the UV coordinates unless they are utilized in some way. Do as telamon and biliousfrog say, and assign a texture with an image (doesn't matter which) using the UV Map for projection. Now you can export the model.

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