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  1. #1
    3kings lreyes's Avatar
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    After UV mapping, what?

    Once I have an object UVed, how do I save it so I can go to photoshop and paint it and bring it back to lightwave...I need know how to save it for photoshop and bring it back. I am using LW 9.6. My tutorial only stops and making a UV map but does not tell how to save it for photoshop and back?

  2. #2

  3. #3
    3kings lreyes's Avatar
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    Thanks erikals, but where did you get uv imaginator under texture, I do not have it, is it a plug in, if it is, I do not think I have it?

  4. #4
    Super Member nickdigital's Avatar
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    Quote Originally Posted by lreyes View Post
    Thanks erikals, but where did you get uv imaginator under texture, I do not have it, is it a plug in, if it is, I do not think I have it?
    It's only for 32 bit though.
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  5. #5
    3kings lreyes's Avatar
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    I have 64 bit...thanks anyway maybe someone else can give me some help

  6. #6
    Their is a LW native way, I'll see if I can remember it. I usually just do the not proficient way of print screen, paste, crop, resize.
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  7. #7
    Super Member nickdigital's Avatar
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    Plug-ins like this are a good reason to keep the 32 bit version installed. I don't think Modeler benefits from the 64 bit as much as Layout. If you can find Sensei's posts he knows more about this.

    If you want to stay on 64 you can try the Export Encapsulated Postscript plug-in. It's native to LightWave so you should already have it.
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  8. #8
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    Cool, I finally get to help somebody. After you map out your UVs then go to File->Export->Export Encapsuated Postscript. It will prompt you to save the file as an EPS file. Then you can take this into photoshop or Illustrator and then once you are done. Go back into Modeler and at the top of the UV window, the second pulldown will have a load file option. I'm using 10 by the way so I am not sure but I think 9.6 is the same.

  9. #9
    File->Export->Export Encapsuated Postscript. Yes, that was it, and 9.6 has it.
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  10. #10
    Animated Fool paulhart's Avatar
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    The EPS answer is the one most helpful for the work flow of 1. Generate UVs in Lightwave, 2. Export EPS, 3. Bring it into Photoshop, specifying the dpi of the image (1024x1024?) as a square, 4. Duplicate (once or twice as needed) the imported Layer and set the Dups to Multiply to get it thick and dark enough, 5. Flatten into one Layer, name it UVs, 6. Build texture Layers below, turning the UV Layer off and on as needed, or set transparency to 50%, 6. Save the Layered file as a PSD, and export each of the Layers separately as individual TIF or PNG files, (Dif/Color, Bump, Spec are the usual), 7. Import each of the separate Layers into Lightwave using the UV as the Map of reference.
    Continue to your own preference, serve and enjoy.
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  11. #11
    the eps exporter doesn't save subdiv UVs so it's kinda crippled

  12. #12
    Super Member nickdigital's Avatar
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    Quote Originally Posted by bazsa73 View Post
    the eps exporter doesn't save subdiv UVs so it's kinda crippled
    SubD UV Preparation script for Lightwave at the bottom of this page.
    http://www.clintons3d.com/plugins/lightwave/index.html
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