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-   -   Lotsa pointers needed... (http://simplylightwave.com/forum//showthread.php?t=2232)

AverageJoe 23-03-2004 12:04 AM

Lotsa pointers needed...
 
1 Attachment(s)
From the image you can obviously see I need help in rendering.
The model is 'Mia' made by Admir Elezovic from Croteam (Creators of Serious Sam series)...

I need alot of help and I have no idea where to start.

First off though, how come whenever "Auto Frame Advance" is on it never saves my file to where I want it? If you need a screen shot of how I have my system set up I have one here.

PolarBear53 23-03-2004 03:12 AM

Lets start with is that a game model or a low poly model? and what do you wanna do with it? Seems like touching up the mouth and nose with more geometry(if its a game model) would look a little better. And a higher res texture for the turban. Just a few thoughts.

As for the saving problem, I have no idea :confused:

AverageJoe 23-03-2004 05:15 AM

I can't legaly modify the model. I'll probably go on Phillip's head tut pretty soon once I get basic Layout configuration understanding.
It took me like an hour to figure out how to set up everything...:-/

tnarg 03-04-2004 11:22 PM

You just need to set your path under the render options tab. Click on 'Animation file' button if it's a movie or avi file you are saving and choose your folder. If it's an image file click on the 'RGB file' button and do the same.

Bendezium 08-04-2004 04:36 AM

Don't know much about LightWave, im still learning but it seems to me that different lighting would help alot. The way light is projected on a subject sets the mood. Try basic 3 point lighting.

This thread brings me to a question though. What is the difference between a game model and a low poly model?

Mark 08-04-2004 08:51 AM

Pretty much nothing apart from that a game model is one that has either been extracted from, or prepared for a specific game engine.

Most game engines have specific requirements for their models such as all polygons must be triangles, UV maps must be continuous, no application specific surfaces can be applied (ie no shaders), lightmaps may also need to be baked into the textures too.

Whereas a low poly model is simply a normal Lightwave (or 3DS, or Maya, etc) model with all normal surfacing attributes, shaders, etc native to that application that has a low number of polygons.


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