1 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> |
<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></td> <td></td> <td></td> <td></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></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></td> <td></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></td> </tr> <tr> <td align="center"></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></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></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></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></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></td> <td></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></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></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></td> </tr> </table> The Floor light should now be fully textured and look like the image below. <table align="center" border="0"> <tr> <td></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> |