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cerreto
03-24-2002, 09:06 PM
This thread i think will be great to list the current best tutorials out ther for lw 6- and 7 i think keeping it fairly current will avoid outdated tutorials though not restricted to 6 or 7 if relating this will make a nice resource for those seekign advice simply post what it is MODELING /LIGHTING / RENDERING /etc and the link

At the moment mike rb is setting up a great ik tutorial ! regardless wheter you have posted it before or not post here so we can get this thread turned into a good resource thanks

Mike RB
03-24-2002, 11:48 PM
A tutorial I wrote for setting up leg skelegons in modeler and converting and rigging them in layout with a reverse foot setup.

http://www.3dluvr.com/blackbourn/web/tuts/rtut.html

Fuzer
03-25-2002, 03:40 AM
UV texturing in Lightwave
(focus on Game Models for Serious Sam)
By Max Glick

http://www.borderequals0.org/articles/uv_intro.cfm

Mike RB
03-25-2002, 08:48 PM
Todd Grimes updated character tutorial:

http://www.evil-plan.com/CS_01.html

Very good tutorial. He and I both follow similar techinques for character setup and rigging. No excuse now for not being able to setup a character in LW.

yog
03-26-2002, 03:03 AM
I'd have to say Philip Meyer's JD Bottle tutorial.
http://www.liquid-arts.de/tech/JD/JD-01.htm

A beautiful render.

Mgfx
03-26-2002, 05:00 PM
I have a few tutorials on my website, feel free to check 'em out:

http://www.mgfx.net

/Erik

BAROBA
03-26-2002, 10:14 PM
I have a few tutorials
I will add more if I find some time for it
* Runs off to find some time*

BAROBA's tutorials (http://users.pandora.be/crimecity/)
I also have a interactive tutorial over at www.lwg3d.com
( in the interactive tutorials section, a while back)
at the lightwavegroup you can also find Lewis' car tutorial, already world-famous :D
There are also some smaller tutorials in the beginners section, all of good quality. FYI :)

cerreto
03-27-2002, 01:30 AM
posted by chewey thought id put it here too ! thanks chewey


more nice rigging rigging tuts !

http://www.pazur.3d.pl/

JacquesD
03-29-2002, 01:49 PM
http://lw3dresource.com/links/Tutorials/

[msf]
04-01-2002, 01:03 AM
this site has some interesting lightwave tutorials.

http://www.niklasindustries.com/tutorials/index.php

AnimaLMotheR
04-01-2002, 09:24 PM
http://www.nickscott.fsnet.co.uk/

A few tutorials can be found here too (very good for beginners). The guy is also in the process of making a SW Battle Droid tutorial which he will put online in a few days. :)

policarpo
04-03-2002, 08:29 PM
there are some nice modeling videos in the tutorial section of this site:

www.trhlogos.dk

-policarpo

[msf]
04-05-2002, 02:09 AM
well if anyone finds a link to some sort of translation of meni's uv mapping tutorial let me know. His instructions were very vague and I dont think there is anyway I could actually make a UV map like he did without a little more detailed information.

Chewey
04-05-2002, 07:02 AM
it's easier than it sounds.
Try doing this on a simple item so that it's easy to follow.

1-Make a simple primitive object like a tall box with a square cross section and have it's center line/axis alligned on the y axis. (Create the object so that each side is a single quad polygon as we don't need to deal with lots of points for this simple run through.)

2- Create a new morph target and name it template.

3-With the template morph selected you can now proceed to physically reposition the geometry so the elements are viewable as a flat representation in the front/back view port. To do this you need to use the unweld command on a couple of points so that you can rotate and reposition some of the polys without yanking their neighbors around with them. For this simple tall box geometry you can probably figure out how to unfold the sides and top so that they face the front view port.

4 Once you've positioned the polys where you think they're good to go then perform a "Make UVs" command and choose planar, automatic on the Z axis and then view your new uv texture layout in one of your viewports.

5 If the uv map looks good then change from the template morph back to the base setting of your model. You need to reweld those points that you previously unwelded by using the "m" merge command with the following tips. Unselect the "keep 1-point polys" box and use the automatic setting when performing the merge command.

6- You can now delete that "template" morph as you don't need it anymore once you're satisfied with your uv layout.

7- take a screenshot of the full screen "UV Texture" layout and take it into PS, crop it to it's uv borders and paint away.

I use "UV Imaginator" to generate my UV screen templates as you can have it output the uv Texture map in the size, colors and format you desire.

Hope this helps ya.

Galo
04-08-2002, 05:22 PM
http://www.ap3d.com/betterspace/

lot of great tut's

-Galo

cerreto
04-08-2002, 11:28 PM
Thanks galo !

Chewey
04-13-2002, 11:53 PM
Here's another multi tutorial link site with other stuff!


http://www.3dlinks.com/tutorials_lightwave.cfm

Chewey
04-15-2002, 08:23 PM
Here's a brand new tutorial and it's pretty hot!!!


CREATING A SPREADING FLAME
by
Nick Hatzichristos



http://users.otenet.gr/~nixx/flame_tutorial.htm

AnimaLMotheR
04-16-2002, 01:30 AM
Originally posted by Chewey
CREATING A SPREADING FLAME
by
Nick Hatzichristos

http://users.otenet.gr/~nixx/flame_tutorial.htm

Wow that looks hot. :D

the_jonas
04-16-2002, 12:06 PM
i have a question about morphing.

can anyone explain how i can morph a square --->ball ---> pyramid, the points all messesup for me and so on.

JacquesD
04-16-2002, 01:13 PM
Originally posted by the_jonas
i have a question about morphing.

can anyone explain how i can morph a square --->ball ---> pyramid, the points all messesup for me and so on.


Like this one
Morph (http://users.skynet.be/fa009830//WebPics/Morph.mov)

the_jonas
04-16-2002, 04:19 PM
Originally posted by The Ripper



Like this one
Morph (http://users.skynet.be/fa009830//WebPics/Morph.mov)

yes that exactly, i know its a n00b question but how is that done!?

JacquesD
04-16-2002, 04:40 PM
Very simple, I first did a subdivided box, copied it to the second and the third layer.
In the second layer, I used the 'Spherize plugin' to the box.
In the third layer, I used the 'Taper' function to make look like a pyramid.

Back to the first layer, I used the 'Bkg To Morph' function to create both morphs, switched the box to Metanurbs, deleted the second and third layers, saved the object, that's it.

In the layout, don't forget to set the 'Subdivision Order' to a least 'After Morphing' and in Graph Editor set all keys to linear in the 'Incoming Curve'.

I hope that will help.
Good luck.

the_jonas
04-16-2002, 07:26 PM
'Spherize plugin' never heard of that, where can i find that?

JacquesD
04-16-2002, 11:45 PM
Originally posted by the_jonas
'Spherize plugin' never heard of that, where can i find that?
Here you go:
Spherize (http://users.skynet.be/fa009830//WebPics/Spherize.zip)

Chewey
04-17-2002, 07:54 AM
Here's a Maya tutorial on creating an auto using real nurbs. Sure it's not a Lightwave tutorial but this one is pretty good and you can use it when you get that new gig that forces you to use Maya.


http://homepage.mac.com/mikethomson/Tutorial/tutorial.html

the_jonas
04-18-2002, 05:58 PM
Originally posted by The Ripper
Very simple, I first did a subdivided box, copied it to the second and the third layer.
In the second layer, I used the 'Spherize plugin' to the box.
In the third layer, I used the 'Taper' function to make look like a pyramid.

Back to the first layer, I used the 'Bkg To Morph' function to create both morphs, switched the box to Metanurbs, deleted the second and third layers, saved the object, that's it.

In the layout, don't forget to set the 'Subdivision Order' to a least 'After Morphing' and in Graph Editor set all keys to linear in the 'Incoming Curve'.

I hope that will help.
Good luck.

that sounds very simple, and it is simple but "'Bkg To Morph' function to create both morphs, switched the box to Metanurbs", when i use the 'Bkg To Morph' funktion in it just become a single point, and how do i make it to metanurbs, i use lightwave 7.0. be mercy with my stupid questions please :(

JacquesD
04-18-2002, 06:20 PM
the_jonas:You have a point because as the function says(BKGTOMORPH), you need to select the background layer to create a morph map for the box.

http://users.skynet.be/fa009830//WebPics/Display.jpg

If you can't do that, I can't help you anymore.

Lamont
04-22-2002, 09:58 PM
Chewy, you can bypass the whole screengrab thingie by using the Export EPS plug in modeler. just choose UV View the size and that's it. You get clean vector (until it's imported to photoshop) lines for your texturing pleasures.

Chewey
04-22-2002, 11:49 PM
Lamont, gosh, I'm not sure what post you're responding to regarding the screenshot info. I use UV Imaginator for my uv layout grabs. It works great! Lots of options for output size, line color etc.

Lamont
04-23-2002, 08:00 PM
Originally posted by Chewey
7- take a screenshot of the full screen "UV Texture" layout and take it into PS, crop it to it's uv borders and paint away.


You don't even need that step or UVImaginator. Just export EPS of the UV's.

Chewey
04-23-2002, 08:35 PM
UV imaginator works just fine since you can select whatever size output you want.

Using UV imaginator I output an oversized file and just scale it down in photoshop as needed. You can acheive the same line quality as an eps file using UVImaginator if you understand how to use the settings.

Using the eps exporter works fine too but you still need to rasterize that eps in Photoshop and that just adds another step to the process.

policarpo
04-25-2002, 03:58 AM
Hey:

does anyone know where i might find some good info on how to go about modeling something like a cell phone in Lightwave.

I'm struggling right now and find myself starting over a lot.

Thanks in advance.

:applause:

- p o l i c a r p o

jan_muentinga
04-25-2002, 02:21 PM
policarpo: do a search at newteks lightwave discussion group.
two or three months ago there were two threads about modelling a cell phone.
good luck

Mike RB
04-26-2002, 07:35 PM
Ok, heres 2 really quick 7.5 tutorials. One on getting sliders to behave and hide when not in use, as well as hooking up more than one value to a single slider.

http://www.3dluvr.com/blackbourn/web/tuts/stut/stut.html

This next one is cool, you can use Motion Mixer weight curves on overlapping motions to create a pose bank that you can access by sliders. Pose mixer anyone?

http://www.3dluvr.com/blackbourn/web/tuts/pmtut/pmtut.html

Mike

Chewey
04-26-2002, 08:49 PM
Quite cool! Thanks for keeping the great stuff coming Mike.

(that was quick!)

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