View Full Version : Specific Methods for low poly model translation
01 January 2002, 11:07 PM
I was wondering if you folks ever go from Lightwave to Max and if so what are the methods you use to accomplish the feat.
01 January 2002, 11:17 PM
Check the "What is your favorite 3D tool for game design?" thread, Rob Kovach (DaliLlama) and I both move models from Lightwave into Max using a software called 3D Exploration, currently owned by Right Hemisphere, the makers of Deep Paint 3D etc... (and I'm waiting to see their DeepUV tools... where are they, guys ?)
It's probably your best solution. I'm pretty happy with it. It's also like a ACDSee for 3D stuff... its great.
01 January 2002, 11:20 PM
Thanks for the help
02 February 2002, 01:35 AM
We use a product called interchange from Viewpoint to go between differnt formats. Works REALLY well.
02 February 2002, 01:41 AM
OK I'll do a search on that and take a look for my own personal curiosity. I'll prolly stick with 3D Exploration though :)
02 February 2002, 02:27 AM
Does 3D Exploration keep the UVs and textures intact?
I've always exported from Lightwave as DXF. Upon import to Max, you weld all vertices with a low threshold, (0.0001 or so) then flip all polys/faces. I was texturing in max, so this worked just fine.
02 February 2002, 02:31 AM
Yep, it keeps the UVs intact. I refuse to UV map organic characters in any other software :P Lightwave's UV mapping, with a few improvements, will be simply the best.
02 February 2002, 02:41 AM
I agree, David. I never liked texturing in Max, for a variety of reasons. I like the more hands on approach Lightwave takes. That's why I'll more than likely be thanking you after my 3D Exploration arrives. Thanks for the tip.
02 February 2002, 11:18 PM
Don't thank me, thank X-Dimension Software the original developers of 3DExploration... or thank Newtek ! :)
02 February 2002, 04:12 AM
i find the obj file format works really well besides some scaling issues between max and lightwave....it also keeps all the uv info..
01 January 2006, 01:39 AM
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