Posts Tagged ‘materials’

IFW2 Nodes – Medieval Shack 2 WIP

Tuesday, August 24th, 2010

I have just added the IFW2 shaders/nodes and textures pack to my Lightwave arsenal, and I am very impressed.

I have also begun working on a followup to the medieval shack that I compelted previously, this time it is more of a townhouse, and a much older design.

Still not completely happy with the main wall texture, and still have to complete such niceties as windows and doors, should also be adding a chimney sometime soon.

All modelling/texturing/rendering work in Lightwave 9.6

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.

Rough-Cut Wooden Bench.

Wednesday, August 11th, 2010

Another Creation for my upcoming scene with a medieval theme, This time a roughly-cut wooden bench.

Created in lightwave 9.6.

Candelabra and a new scene.

Wednesday, August 11th, 2010

Currently working on a Medieval scene as a break from coding up a database website, so far only got to the part where I am creating objects.

The room is based on a photograph I found on the web, and will be largely focused on texturing, but also on getting a few nice light effects and the such in there too.

Although currently working in Lightwave 9.6, I remain undeided as to wether I will complete picture in this program or migrate it to Vue 7.

The Kettle

Wednesday, May 12th, 2010

Now that I finally have a bit of time and its raining outside I decided to go through a book I bought about a year ago, “Essential Lightwave v9″ by wordware publishing, The third chapter speaks of basic tools, so I decided to model something only using those basic tools. I also wanted to study some of the principles of reflective materials so I decided to model a chrome kettle.

All work done in Lightwave 9.6

Work in Progress – Modern Townhouse – Day One

Wednesday, March 31st, 2010

Working on a model of a modern townhouse for a project outside of archaeology this time.

After Day one – about 6 hours – the majority of the basis of the model is complete, and three textures have been completed to satisfaction.

Still got a lot of modelling to do, particularly in the windows doors section.

Modelling and texturing is done in Lightwave 9.6, eventually this will be sent to Vue 7.

This model also contains an inside, although at present this is just walls and doorways, eventually I will furnish this as well.

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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OBJ export solution…

Friday, January 1st, 2010

Rather a quick problem solution today which was nice.

A chap from the newtek forums named Kuzey suggested that I tried to cut the front of the house away (and other affected areas) and paste it back into the mesh in lightwave without re-merging the points would stop the error, which was more than likely a smoothing error.

The model was exported as OBJ and now works correctly with Vue.

Thanks very much to kuzey!

Anyone who wants the model of the house can take it free, it is also going to be up on renderosity freestuff later this evening.

It would be nice if anyone was to use it if they would post a link to their image in the comments section.

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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Roman Bowl

Saturday, July 4th, 2009

Another Roman Object for my collection, this time a bowl. The main focus on this object is to get the subtleties of terracotta in without it being too obvious, as such it is best to view the object at its largest so you can see whats going on (the bowl itself isn’t particularly exciting)

bowl1

Modelled, Textured and Rendered in Lightwave 9.6.