Lightwave

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== Overview ==
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=== Description ===
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[[Image:Lightwave_logo.jpg|Lightwave_logo.jpg]]<br>
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''LightWave is your entry point into a whole new world. You get a ton of cool and useful features right out of the box that puts the competition to shame. No "unlimited" this or "advanced" that, no up sell and no extras. Everything you need is in the box when you buy. Of course, there are many cool third-party add-on products available, some freebies, and some not, but the point is, you can get a long way before you may need any. And, with free render nodes, LightWave grows with your business, and you.'' <br><br>
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URL: [http://www.newtek.com/lightwave/ www.newtek.com/lightwave/] <br>
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Tutorials: [http://www.newtek.com/lightwave/tutorials/index.php www.newtek.com/lightwave/tutorials/index.php] <br>
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Current Version: [http://www.newtek.com/lightwave/lwtrial/ www.newtek.com/lightwave/lwtrial/] <br>
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Unity Documentation: [http://unity3d.com/Documentation/Manual/HOWTO-importObjectLightwave.html http://unity3d.com/Documentation/Manual/HOWTO-importObjectLightwave.html]
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<br>
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=== Known Issues ===
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TBA
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== Unity Scale Calibration ==
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TBA
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== Meshes (Modelling) ==
  
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=== Subdivision "Level 0": The Holy Grail ===
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Lightwave has an amazing capability to freeze Sub-D's at "level 0". In other words, the smoothing effect of the Sub-D cage is preserved, but no additional polys are added - the polygon count maintains a 1 to 1 ratio of frozen polys to Sub-D cage.
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This has tremendous benefits for quickly generating optimized real-time models from a subdivision base mesh, matching the base topology very closely.
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All you need to take advantage of this is to set the Subdivision Level to "0" in Modeler's '''Options''' Panel (hot key "o") and "freeze" ('''Ctrl-D''').
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If you are going to bake a normal map to this model, then set the smoothing angle to 179.5 degrees in the Material Editor.  (See Evasion3D Microwave description in "Textures" section below.)
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--[[User:Alienorbit|jake carvey]] 16:33, 19 December 2008 (PST)
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== Textures (UV's) ==
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TBA
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=== Evasion 3D's "Microwave" ===
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Evasion 3D's Microwave plug-in solution is one of the most powerful texture baking solutions in existence.
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Of special note is it's ability to bake both geometric AND bump map detail simultaneously into tangent space normal maps, even when using dissimilar mapping and shading techniques on the hi-resolution source (multiple UVs, various orthographic projections, procedurals, HyperVoxels, etc.).  It can even bake in reflections and specular information from the viewpoint of a user-definable camera!
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[http://www.evasion3d.com/mw_lw_prodinfo.html Microwave Product Page]
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--[[User:Alienorbit|jake carvey]] 20:53, 19 December 2008 (PST)
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== Bones ==
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TBA
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== Animations ==
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Rig with Nulls Not bones, use shockmonkey get nulls to mesh deformation.
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== Exporting to Unity ==
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=== Scene Cleanup ===
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TBA
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=== Export ===
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TBA
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[[Category:3D Applications]]

Revision as of 19:04, 19 October 2009

Contents

Overview

Description

Lightwave_logo.jpg
LightWave is your entry point into a whole new world. You get a ton of cool and useful features right out of the box that puts the competition to shame. No "unlimited" this or "advanced" that, no up sell and no extras. Everything you need is in the box when you buy. Of course, there are many cool third-party add-on products available, some freebies, and some not, but the point is, you can get a long way before you may need any. And, with free render nodes, LightWave grows with your business, and you.

URL: www.newtek.com/lightwave/
Tutorials: www.newtek.com/lightwave/tutorials/index.php
Current Version: www.newtek.com/lightwave/lwtrial/
Unity Documentation: http://unity3d.com/Documentation/Manual/HOWTO-importObjectLightwave.html

Known Issues

TBA

Unity Scale Calibration

TBA

Meshes (Modelling)

Subdivision "Level 0": The Holy Grail

Lightwave has an amazing capability to freeze Sub-D's at "level 0". In other words, the smoothing effect of the Sub-D cage is preserved, but no additional polys are added - the polygon count maintains a 1 to 1 ratio of frozen polys to Sub-D cage.

This has tremendous benefits for quickly generating optimized real-time models from a subdivision base mesh, matching the base topology very closely.

All you need to take advantage of this is to set the Subdivision Level to "0" in Modeler's Options Panel (hot key "o") and "freeze" (Ctrl-D).

If you are going to bake a normal map to this model, then set the smoothing angle to 179.5 degrees in the Material Editor. (See Evasion3D Microwave description in "Textures" section below.)

--jake carvey 16:33, 19 December 2008 (PST)

Textures (UV's)

TBA

Evasion 3D's "Microwave"

Evasion 3D's Microwave plug-in solution is one of the most powerful texture baking solutions in existence.

Of special note is it's ability to bake both geometric AND bump map detail simultaneously into tangent space normal maps, even when using dissimilar mapping and shading techniques on the hi-resolution source (multiple UVs, various orthographic projections, procedurals, HyperVoxels, etc.). It can even bake in reflections and specular information from the viewpoint of a user-definable camera!

Microwave Product Page

--jake carvey 20:53, 19 December 2008 (PST)

Bones

TBA

Animations

Rig with Nulls Not bones, use shockmonkey get nulls to mesh deformation.

Exporting to Unity

Scene Cleanup

TBA

Export

TBA

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