If you are used to using UV Mapper, you will find it easy to use the built-in UV tools in Lightwave instead. There are just a few things you have to remember.
With these solutions in place, there are many advantages to creating your UVs in Lightwave. Among them;
Given these advantages, I think that it's well worth the effort to learn to use Lightwave's tools; especially since they are quite easy to use!
Shall we begin? (As you go through this tutorial, you can click on the picture to see the full screen for that step.)
We're going to start with a simple model, so you can get the idea without going into a lot of complex stuff. (We'll go there later.)
The first model we are going to map is a simple can; in this case, a can of Swoop Tasty Dragon Treats for your little dragon. If you want to follow along, you can download the model, SwoopCan.sit or SwoopCan.zip, and the image that we are going to use for the map, SwoopCanColor.jpg and SwoopCanBump.jpg. (The images are stuffed together in a file called SwoopCanImages.sit or SwoopCanImages.zip) |
Load the object into Modeler, and set your window up so you have four viewports. Choose UV Texture for the top left Viewport. |
Under the flippy where you can usually choose the viewing mode, you can now choose to load an image. |
Set the Top Right viewport to Perspective, and use the Texture viewing mode. |
Select the middle poly in the bottom, and tap the } key seven times, to select all the polys that make up the bottom of the model. Cut and paste them right back in. |
As soon as you do, you will see the whole image mapped around the can. We need to pull the label part up. To do that, of course, all we have to do is shrink the polys on the map so the break is where the green and purple meet.
Go to the next page, and we'll finish this model. |
If you have a question, write to me and ask it!
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