从LIGHTWAVE 3D输出Lightmaps到QUEST3D
Getting Lightmaps from lightwave to Quest 3d in a separate texture stage
This tutorial is made to show you how to get lightmap from Lightwave to Quest 3D in a
separate texture stage. The advantage of having your diffuse map and lightmap in a
separate texture stage is that you can have overlapping in you UV map for the diffuse
(saving space), you can tile your diffuse map if needed and you can easily adjust the
diffuse map without having to render the lightmap again.
Quick steps
1. Make two UV sets for your object. The first is for you diffuse map and can have
overlapping UV coordinates. The second 1 is for the lightmap and can not have
overlapping UV coordinates.
2. Bake your lights to a white texture using the lightmaps (non overlapping) UV set.
3. Import both UV sets on a separate copy of the object into Quest 3d.
4. Transfer the Lightmap UV set to the other object Using the merge UV set channel
tool.
Full explanation
Step 1
As a example I made this very basic scene in Lightwave modeler. It’s a cube and a plain,
nothing special.
Diffuse UV Set

Lightmap UV Set

Channel Tools

Merge UV Tool
最终结果
- 上篇文章: 从3DS MAX导出模型到QUEST3D
- 返回:Quest3D
- 下篇文章:Q3D入门教程:制作光泽绚烂的汽车
CG橙子精彩导航: 












