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1Tutorials LightWave 3D Quick Terrain for Games 2 Empty Tutorials LightWave 3D Quick Terrain for Games 2 Qua Jan 26, 2011 1:55 am

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UV Mapping the Image Onto
the Surface

  1. Now open the Surface Editor and make sure
    the Terrain surface is selected. Click the Color attribute's Texture
    button to add a texture to your terrain.

    The Texture Editor offers you abundant options
    for total control over your surfaces (truly
    powerful stuff!). The default Layer Type is Image
    Map
    , which is what we want, so leave all
    the settings the way they are.
  2. Select UV from the Projection pop-up
    menu. Next, select the TerrainUV map from the UVMap pop-up
    menu.

    Since we don't have an image loaded yet, choose (load
    image)
    from the Image pop-up menu.
    Load the color texture image using the file
    dialog that appears. The image should appear
    in the preview window.
  3. Set the Width Tile and Height
    Tile
    to Reset.
  4. Since you are using UV mapping, all of the
    texture positioning work is done. Click Use
    Texture
    to close the panel. You can close
    the Surface Editor now as well.


If you had used Planer for Projection (instead
of UV), you would need to also make
sure Texture Axis is set to Y.
You would also need to click Automatic
Sizing
to let LighWave figure out how
to fit the texture exactly to the size
of your surface.

  1. Make sure the Rendering Style of your
    Perspective viewport is set to Texture (you
    can select this from the viewport's titlebar),
    so you can see your object textured in all
    its glory! You might want to set your Texture
    Resolution
    (Display Options panel, Layout
    tab) to 512 to see the nicest display
    possible. (Figure Cool

    Tutorials LightWave 3D Quick Terrain for Games 2 Fig8
    Figure 8
    Applying a Magic Face Lift
    So you're looking at your terrain and saying, "yeah,
    but it's flat!, and that's a lot of polys to
    try to lift and conform to that terrain texture." Well,
    rest your weary head my friend, we're moving
    on to the magic.

    As we discussed earlier, the little W button
    in the bottom-right corner of Modeler's interface
    stands for weight maps. LightWave®️ can
    make extensive use of these maps. You can apply
    them to points in many ways, including painting them
    on with the Airbrush tool.

    These maps are sometimes used to control the
    amount of influence a bone has on an object.
    But another way to use weight maps can go unnoticed.
    Many of the modify tools let you use a weight
    map for the tool's falloff! (see Figure 9)

    Tutorials LightWave 3D Quick Terrain for Games 2 Fig9
    Figure 9
    A weight map transforms a tool as simple as
    the Move tool into a multi-variable point
    displacement device !
    (In layman's terms:
    the Move tool set with a weight map falloff moves
    the object points at different strengths, based
    on the weight value for each point.) A point
    with a 100% weight (colored red in a viewport
    set to the Weight Shade rendering style)
    would move with the Move tool 100%, while a point
    with a 50% weight would lag and be affected only
    half as much.
    With the Airbrush tool (Map > Airbrush),
    you could actually spray the values onto
    the points to control the modification amount
    that you want. This is a good tool for freeform
    application of weights and vertex colors, but
    in our case, we want more precise control over
    the application of our weights. Enter the Texture
    VMap command.
    Basically, Texture VMap lets you texture your
    object's weights or vertex colors using the standard
    Texture Editor. You can use all of the images,
    procedurals, and gradients your little heart
    desires. How cool is that?!
  2. Go ahead and choose Map > Weight & Color: More > Texture
    VMap
    .

    The VMap Type pop-up menu lets you texture
    either a weight, morph target, or vertex color
    map. Choose Weight Map and enter "Terrain
    Weight" into the VMap Name field.
  3. Click the Texture button at the bottom
    of the panel to open the Texture Editor. The Layer
    Type
    will be Image Map, which is
    what we want. Since this is a straight-down
    projection, set the Projection to Planer.
    Select (load image) from the Image pop-up
    menu and load your grayscale terrain image.
    It should show up in the preview window.
  4. Set Width Tile and Height Tile to Reset and
    turn off Pixel Blending and Texture
    Antialiasing
    —this is important because
    any blurring of the image will cause unwanted
    falloff around the edges of your object.
  5. Select Y as the Texture Axis for
    mapping and click Automatic Sizing to
    perfectly size the texture to your surface.
    Now, simply close the Texture Editor by clicking
    on the little "x" in the top right corner.
    Also close the Texture VMap panel.
  6. Now, to check that everything is kosher,
    switch your perspective viewport to the Weight
    Shade
    Rendering Style. You should see the
    variations of weight values across the surface
    of your object matching the terrain. (Figure
    10)

    Tutorials LightWave 3D Quick Terrain for Games 2 Fig10
    Figure 10
  7. We'll use this weight map to control the
    Move tool with great precision. Make sure you're
    in the Point edit mode. Choose Modify > Move and
    open the Numerics panel by pressing the n key.
    Set the Falloff mode to Weight Map.
  8. Place your mousepointer in the Back viewport
    and hold the Ctrl key to constrain your movement
    to one axis. Click and drag up until you've
    moved points 40m in the Y axis. (Watch the
    info display in the bottom-left corner to see
    when Y=40.)

    Now take a look at that! Your points were modified
    by the Move tool based on their weight (your
    precise grayscale image) to form a perfect
    fit for your terrain. Check it out by switching
    your perspective viewport back to the Texture Rendering
    Style.

    Look at how the texture drapes perfectly over
    your texture, and how the road rests nicely
    on the flat area you specifically painted into
    your grayscale image for that very purpose.
    See how the cliffside juts out of the water.
    (I added slight waves in the my grayscale image.
    Notice how they conform to the contours of
    the winding cliffs.) Nice. (Figure 11)

    Tutorials LightWave 3D Quick Terrain for Games 2 Fig11
    Figure 11. Turned 90 degrees


Are you starting to get ideas? Can you think
of other ways to use this procedure? Let me
tell you, there are dozens of different scenarios
where this basic procedure can dramatically
speed up your productivity. I keep a folder
full of gradient ramp images (NorthSouth, EastWest,
Radial, Radial Square, etc.) for quick and
precise weight-map projections using Texture
VMap.
If the UV-mapped image seems to stretch unacceptably
in certain spots, go back into Modeler and simply
select the offending points for those areas.
The points will also become highlighted in your
UV Texture viewport. You can then massage their
position on the UV grid to alleviate the stretching.
Remember too, that we used a simple flat subdivided
plane with even divisions across the entire object.
Better results could be achieved by using the
terrain as a background image and repositioning
the points to conform to the shape of the road
and cliffside. (For even more precision, you
could create the plane from scratch.)
Projecting Vertex Colors

  1. Try this just for fun. Go back into Texture
    VMap, but this time select Vertex Color as
    the VMap Type. Name it "Terrain Vcolor."
  2. Open the Texture Editor and apply the same
    settings as before (using Planer Projection),
    but load your color terrain image into the Image pop-up
    menu. Close the panels.
  3. Open the Surface Editor and go to the Advanced
    tab. On the Vertex Color Map pop-up menu, select
    the Terrain Vcolor map that you just created.
  4. Back on the Basic Tab, click the Color attribute's Texture
    button. Uncheck the image map layer in the
    layer list to temporarily disable the UV map
    texture. Click on Use Texture to close the
    Texture Editor.
  5. On the Surface Editor's Basic tab, change Luminosity to
    100% and Diffuse to 0%. This lights
    the surface using only its own vertex colors.
    Close the Surface panel and look at your Terrain
    now in the perspective view.

Tutorials LightWave 3D Quick Terrain for Games 2 Fig12
Figure 12
Not a bad approximation, eh? Just think, in
the games world where texture space is
a scarce commodity, this terrain is fully colored,
with a fair amount of texture detail, and it
uses no image maps! Now that's efficiency. You
can always increase the polygon count in areas
where you need more detail.
Alternatively, you could UV map a color texture
onto specific surface areas where you need a
more realistic-looking surface. For the road,
you might UV map a tile-able road image on that
part of the terrain.
The design might also call for a tunnel, which
you can easily create in another layer and use
it to do a Boolean subtract on the cliff.
A Boolean operation?! "That would completely
destroy my UVs," you say, and you would
be absolutely right, if you were using any other
3D package. But fortunately, you're using LightWave®️,
where UVs are handled so elegantly that you can
cut, slice, hack, and otherwise mangle your UV
textured objects to your heart's content. LightWave®️ will
not only keep your original UVs intact, but will
also add more to geometry that is shifted or
beveled out from the existing model! In fact,
the ability to completely unweld an object and
merge the points back together later without
a hiccup in the UV mapping is used to great advantage.
But that is, unfortunately, a tutorial for another
time.
We have only scratched the surface of the possibilities
with these simple case ideas. However, it is
on these very basics that game content is built
upon, enhanced to fit virtually any design and
delivered with tremendous efficiency using LightWave
3D®️. Having so much power, so accessible,
is the very reason why LightWave®️ will be
leading the way in the evolution of not only
quality look and feel, but in the entire game
development process.
Color terrain
image
Grayscale
terrain
Terrain LightWave®️ object]

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