Vertex Painting in Lightwave

From The DarkMod Wiki
Revision as of 22:50, 14 August 2017 by Epifire (talk | contribs) (A tutorial on authoring and using Vertex Painting in modeled assets)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Here we'll discuss from start to finish, a Vertex Color Map on a model converted from Dark Radiant brushwork. Software you'll be using are Dark Radiant and Lightwave Modeler. How you procure a copy of Lightwave is entirely up to you; I happen to be using Lightwave Modeler 11.5 for this tutorial. It's worth noting that Lightwave saves it's model data into the proprietary binary file type LWO. LWO is one of two primary formats supported to run in the Doom3 engine (the other being ASE). This painting method can be done in either format but LWO is by far a superior type as it usually only amounts to mere kbs of data for multiple files.

This tutorial already assumes you know how to create levels and manage brushwork in Dark Radiant. After covering this tutorial you should cleanly be able to add in material blending to your levels, with no modeling skills required.




Step 1: Prep and Export Brushwork

Here I already have a prepped small space done up in DR. It's important that you do you texture and scale the surface properties to your liking. When we export this data in the OBJ script, this will be used as your UV data in Lightwave.


Step 2: Importing and Painting in Lightwave

Step 3: Final Model and Material