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1Tutorials LightWave 3D  UV Mapping for Games Empty Tutorials LightWave 3D UV Mapping for Games Qua Jan 26, 2011 4:14 am

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<table align="left" border="0" cellpadding="3" cellspacing="0"><tr><td class="text_body">author:
</td>
<td class="text_body">William "Proton" Vaughan
</td>
</tr>

</table>
Tutorials LightWave 3D  UV Mapping for Games Pixel_black
<table>
<tr>
<td align="left" valign="top"> I just recently finished my first game "Carnivores:
Cityscape
". I was lucky enough
to play multiple roles on the project,
which allowed me to learn various aspects
of creating a game. I was the Producer
of the game and one of two Level Designers.
One of my responsibilities as a Level
Designer was to create world Textures
and Models. Carnivores: Cityscape used
the "Serious Engine" developed
by the Croteam, Developers of Serious
Sam. The Serious Engine fully supports
LightWave® objects, so of course
LightWave® was the package I used
to create the world objects that were
needed to add detail to the various levels.
Below are a few images from the game:
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games Carni_Thumb_001</td>
<td>Tutorials LightWave 3D  UV Mapping for Games Carni_Thumb_002</td>
<td>Tutorials LightWave 3D  UV Mapping for Games Carni_Thumb_003</td>
<td>Tutorials LightWave 3D  UV Mapping for Games Carni_Thumb_004</td>
</tr>

</table>
In this tutorial I would like to take
you step by step thru the UV mapping of
one of the world objects used in the game.
This is by no means the only way to create
UV mapping in LightWave 3D®, it's just
the way I found easiest for myself. Below
is an image of one the world models that
I created for the game. I'll use this model
to show you the steps I take to create
UV maps.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games Carni_Thumb_005</td>
</tr>

</table>
To stay focused, I'll skip the creation
of the model itself (I'm pretty sure you
guys know how to create this simple object).
Be sure to get the Tutorial
Files before you begin. Below is the
model without any surfacing. I also removed
the back and bottom polygons since you'll
never see them in the game.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_001</td>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_002</td>
</tr>

</table>
First we need to break up the object into
different surfaces according to the axis
that they will be mapped. I use different
colors for each surface name to help see
the different pieces while I work.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_003</td>
</tr>
<tr>
<td align="center">Tutorials LightWave 3D  UV Mapping for Games UV_004</td>
</tr>

</table>
The next step won't really make since
now, but I'll explain why we need to do
this later on in the tutorial. Bring up
the Polygon Statistics window (w),
choose each the first surface name and
select the polygons by clicking on the
(+) sign next to the name. Once
the polygons are selected, cut them (x)
then paste them (v). They are no
longer connected to the rest of the object.
Repeat this step for each surface name.
By doing this we will be able to move each
portion of the model freely on our UV map.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_005</td>
</tr>

</table>
We are now ready to create our UV map.
To begin, First change the upper left window
to "UV Texture", this
is where we will lay out our polygons that
will make up the UV map.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_015</td>
</tr>

</table>
Next, select the four polygons that make
up the front of the Floor Light. I've labeled
them Front, and Light. Keep these polygons
selected and choose Map/New UV Map. This
brings up the "Create UV Texture
Map
" window. Go ahead and name
your UV map, I named mine "FloorLight".
Keep the map type as Planar and choose
the "Z" axis for mapping.
The window should look like the image below.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_006</td>
</tr>

</table>
Click "OK" and you will
now see the four polygons in the UV Texture
window. We need to make room for the other
polygons so select the polygons in the
UV Window, size them down and set them
aside for later.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_007</td>
</tr>

</table>
Now select the two side polygons on the
Floor Light. This time instead of making
a new UV map we will choose Map/Make
UVs
this brings up the same window
as before. Make sure the Texture name says "FloorLight" ,
choose the "X" axis and
click OK. Select the side polygons
in the UV window and move them off to the
side. Now select the last 4 polygons in
the object located on top of the floor
light and click Map/Make UVs this
brings up the same window as before. Make
sure the Texture name says "FloorLight" ,
choose the "Y" axis and
click OK.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_008</td>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_009</td>
</tr>

</table>
Now that we have all of our pieces to
work with, organize the polygons so that
they take advantage to as much of the texture
area as possible. The reason why we broke
up our object into separate pieces earlier
was so that we could move each section
independently. The image below shows how
I set my window up.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_010</td>
</tr>

</table>
Once you have your polygons in order,
press the "Print Screen" key
on your keyboard and paste the image into
a paint package. I used Photoshop. Use
this image as a template to create your
texture. Once you have a texture that you
are happy with, save it out as a Targa
file and load it into Modeler. Below is
the print screen and image I created for
for the floor light.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_011</td>
</tr>

</table>
We now have all the pieces, we just need
to put them together. Open the Surface
Editor
and select "front" from
the surface name list. Click on the Texture
button
next to the Color selctor to
bring up the Texture Editor. Leave
the Layer type as "Image Map" but
change the Projection to "UV".
Select the name of your UV Map (should
be FloorLight) and the image you created
and press the Use Texture Button.
Repeat these steps for the other surfaces.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_012</td>
</tr>

</table>
The Floor light should now be fully textured
and look like the image below.
<table align="center" border="0">

<tr>
<td>Tutorials LightWave 3D  UV Mapping for Games UV_013</td>
</tr>

</table>
We're almost there, just two more steps.
Remember how we separated all the polygons
by surface names. We need to join them
back together. Simply press the "m" key
on the key board to merge all the points
back together. One last step before we
are finished. The Serious Engine ,like
most game engines, only supports three
point polygons, so we need to Triple the
polygons in our model by pressing "Shift+t" on
the keyboard. With that final step out
of the way, we now have an object that
is ready to be placed into our game.
Although this was a simple object to UV
map, you can follow these steps on a more
complex object.</td></tr></table>
]

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