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Old 31st January 2006, 17:28   #1 (permalink)
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Transferring from Lightwave to Hexegon and Carrara

Thought some might find this useful.
Just sharing what I've found.

To create seperate components for a model's various polygonal faces use Lightwave's Parts to name each before exporting from Lightwave in the .obj format.

Try to name these logically - e.g if you have parts for different sections of your model starting for example with "wheel" Carrara may group all these together so - name them "steering wheel" "steering spokes" "steering spindle" "tyre wheel" "tyre rim" tyre "spokes" etc.

You may need to re-arrange things in Carrara.

Keep saving files in stages incase you need to go back.


Further:

To bring in a Lightwave object so that the positions of the seperated elements are in their correct proportional position

disable auto scaling when importing and enable match object y to carrara z

NB: hexegon brings them in correctly

You may wish to do this to seperate an original lightwave file into seperate objects rather than just seperate components of an object, e.g breaking down files into logical and seperate texturing components.


NB: with regard uv's remember to export the lightwave object with it’s uv map assigned in the surface editor- before exporting

Carrara or Hexegon does not transfer named surfaces from Lightwave into shading domains. I have not found an easy way to achieve this except having to reselect polygon regions in Carrara or Hexegon and create shading domains.

Only the material names applied in Lightwave transfer, their material info, color etc does not.

(Remember that shading domains are available via creating a layers list shader that contain mapping shaders - these allow you to assign layer shaders to each specific shading domain.
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Old 31st January 2006, 21:35   #2 (permalink)
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Fine, thank you !
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Old 11th February 2006, 15:51   #3 (permalink)
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Blend uv map with a second colour

Uv map created in Lightwave

using a greyscale gradient to blend an applied uv texture map and a second color using a gradient texture blender
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Old 11th February 2006, 16:12   #4 (permalink)
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using uv texture maps to create blends

nothing new here - others may find my personal testings within carrara useful.

using a greyscale uv texture map to blend bewteen 2 different versions of painted uv texture maps

To cross reference see also: http://www.eovia3d.net/showthread.php?t=5294
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Old 11th February 2006, 17:29   #5 (permalink)
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Thanks for your research - wonderful info!

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