Posts Tagged ‘material editor’

Medieval House

Saturday, August 14th, 2010

Medieval Shack Modelled in Lightwave 9.6.

Still need to work on the tiling and the wood at the front of the house, also need to fill the space at the back with a door…

At the moment, the tiles are a little bit too high poly leading to a rather ridiculous poly count. Might try some different styles of tiling tommorrow.

Exporting from Lightwave 9.6 to Vue – A guide.

Saturday, March 6th, 2010

At the request of Mike Ballard, a guide to exporting from Lightwave 9.6 to Vue has been written. This process involves UV mapping and good methods of exporting objects plus a number of problems that may arise during the process and some solutions that I have come accross.

This is NOT a definitive guide how to UV map, but maybe some of the ideas and methods I demonstrate will help.

I will be using a model created by Mike Ballard of a rather nice glass house.

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Multiple Bump Paths in One texture – Lightwave 9.6 Tutorial

Tuesday, December 29th, 2009

Currently I am working on a scene with an old house, part of which is covered with plaster, the other is exposed brickwork, therefore two bump types are required in one texture. I had a number of ideas of how to do this in the Node Editor of Lightwave 9.6, however they where all pretty much useless. After a lot of frustration and searching the internet with no success I had a final try and got it to work.

Below is the method which I used, it probably isnt the most elegant method, but it works.

Firstly I will start with a cube.
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Greek House

Saturday, June 20th, 2009

I am in the process of creating a Athenian Town house from a Swedish book called “Den antika staden – Livet i det klassika Athen och Rom” or – the ancient town, live in classic Athens and Rome.

Today I am only posting a Work in Progress shot of what I have done so far.

house7

The model is being created, textured and rendered in Lightwave 9.6. So far I have been very pleased with the workflow and in particular the Node editor of lightwave. Its very nice not to have to export models but rather have them constantly updating in Layout automatically. I am also impressed by how it does NOT crash constantly. Its a real joy to use.

There will be a lot more windows, another door in the courtyard, tiles on the roof and on the wall and some stairs. Later I will probably put it into a scene somehow and see where it goes from there.

A response from E-on, finally.

Thursday, April 23rd, 2009

After pretty much a three working week wait I have received the following,

Posted by: John Canver
On: 2009/04/23 06:45:52

Hi Richard,

The Save As proposed formats are a user interface glitch, only VOB vue file format can be used to save objects, that’s why PZ3, PZZ, or other formats than VOB are invalid. We’ll fix this in future updates, so only the VOB format be proposed, as expected.

Regarding export, what kind of object are you trying to export?
Have you tried raising exported maps resolution, to avoid missing details?
Have you tried switching the generic paramterizer option on and off to see if the result is better with or without it?

Maybe you could attach a file that cannot be properly exported on your side, so we can test it here and see what goes wrong? If you’re ok with that, please put the object and all texture maps into a single zip file, and try to attach it here. If the zip file is too big to attach, give me the zip file size so I can create an upload area for you. Thanks.

Best regards.
John Canver

the answer to these questions is yes and yes, and I’m pretty sure I described what I’m trying to do in the original message, however, I have sent the following .zip file to John in the hope that I can prove that the exporter doesn’t work the way it should. (please note that I have removed the objects from this zip for public access)

Below are is an image that I have created of the toilet object and the flaws that they have.

objannotated

Hopefully this will be the end of this.

 

Posted by: Richard Potter
On: 2009/04/23 12:47:21

Dear John,

Thanks for your reply,

I have done some more tests for you and compiled the results in the following zip file which can be found on my site, (in order to save the setting up of a download area).

http://www.richard-potter.co.uk/images/broken.zip

It is 17mb, the readme file will explain about the images and what the processes I took where.

Thanks,

Rich Potter

 

Don’t get me wrong, I love vue, I just want it to work.

The Vine house is finished.

Monday, January 26th, 2009

The vine house has been completed to my satisfaction.

utterfinal

The house was created in Hexagon, all texturing and rendering was done in Vue 7 Complete. The vine plant was created in the plant editor.

Hope you enjoy it.

Noise Node Reference Guide

Saturday, January 24th, 2009

This is a reference guide as to what the noise nodes look like when they are applied to a square.

Each material is mapped to “object-parametic”and uses a black-white color map where black is -1 and white is 1.

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Ivy House Part 2

Friday, January 23rd, 2009

Started working on the background for the ivy house, pretty happy with how it came out.

final1-dark

Ivy House

Wednesday, January 21st, 2009

Inspired by Walther Becks ivy on cornucopia3d I have started work on a house covered by ivy. I have modelled the house on one from Tosterup, Skane in Sweden, and have created an ivy plant using a picture of an ivy leaf and editing the spring hollyhock plant.

Each of the ivy leaves has a different color tone to add some variety, its starting to look a bit better but I really want to get the texture on the house to look more weatherbeaten.

ivy3

Rough Guide to the Material Editor – Color and Alpha Tab – Part 3

Sunday, January 18th, 2009

In this third part of the the rough guide to the material editor, we will be exploring the Color and Alpha Tab of the advanced material editor

Part 4 will jump into the function editor for a preview of some of the cool stuff that can be done in there. Filters will also be covered there.

There will be a reference guide to the shapes of the noise functions in Part 4.

Firstly we will look at the Advanced Material Editor Color and Alpha Tab. Unless stated, all mapping is as “object parametric”.

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