Okay, a little clarification. My goal is to be able to create tilesets for a tile/sprite-based WIP game. Instead of drawing isometric images pixel by pixel in Photoshop, my desire is to model/render each tile in Lightwave.
Hand-drawn pixel isometric art:

Closer to what I envision:

(I found both of those through Google Images for examples only).
So, the issue I am having, is that the Alpha Mask export options in Lightwave don’t seem to generate crisp edges to my masked renders. That caused the ‘seams’ in my original image in the first post. And also the while outline.
So, my question is, how to I make the masks pixel-precise. With no half transparent pixels in the Alpha Mask is has in the PSD export. My current solution is to hand-edit the masks in Photoshop, but for large scale numbers of tiles, that seems impractical and imprecise. I also want to avoid rendering entire rooms, because I would like to use the tiles independantly of any given pre-designed level. So that using a given tileset, any kind of room/area layout could be created just by tile placement.
Thoughts?