I just read this (post #21) and figured I'd pontificate on what I've been able to do fairly quickly.
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How to apply UV maps where the target is *almost* oriented the right way?
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3cfc60a1-fc63-432c-90ae-a1e3ebf1c59a|0|.0|96d5b379-7e1d-4dac-a6ba-1e50db561b04
You've seen the show. You may even know the visual effects are all made with Lightwave 3D. Now, you'd like to make your own battlestar.
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7f2bab13-3aeb-46a9-a89b-08828ea13c64|0|.0|96d5b379-7e1d-4dac-a6ba-1e50db561b04
In a previous tutorial, I discussed a method of using combinations of 3D textures to create a sequence of 2D images which could be looped, yet still appear to be ongoing chaotic change. However, that technique won't work if what you want to create is a 3D volume.
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b155761e-0750-4af1-875e-7059e4471fec|0|.0|96d5b379-7e1d-4dac-a6ba-1e50db561b04
Creating "Star Trek" ship hull specularity image maps can be a pain. But does it really need to be?
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I've been paining myself on how folks have made geodesic domes. It seems like an awful lot of work to do, and it must be pretty difficult to get everything all lined up. Then it occurred to me that Lightwave Modeler has all the necessary tools to do this quickly and very easily.
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760c11b5-dbcd-4274-a4e0-310be639d4fe|0|.0|96d5b379-7e1d-4dac-a6ba-1e50db561b04
I've been working on a Stargate and one of the primary problems is the open wormhole. It's supposed to look like a water surface. The problem is it takes too long to render all that detail. I wanted to make an image sequence and then use that as a simple texture on a single polygon. The sequence had to be long enough that viewers can't notice the loop yet short enough that it doesn't take up too much disk space or too much time to render out.
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