View Full Version : Lightwave to Unity - UV texturing, a whole new adventure...

05-22-2015, 02:11 PM
Hi Folks.

Well, I'm taking my very first steps into Unity 3D. I'm excited but it's a whole new learning experience. After over two decades of 2D game development, to venture into 3D is a whole new world to explore.

One thing I did discover is that traditional texturing methods in Lightwave don't work in Unity. As you can see from the screenshot, I added a texture to my dice surface but all I have in Unity is a solid brown dice, no texture despite it being added. Did a bit of research and seems I need to use UV texturing. I've never used UV in my entire life so this is a whole new ballgame for me to explore and learn. Anyone got any advice for a total newcomer to the world of UV, and Lightwave to Unity in general?


05-22-2015, 02:13 PM



05-22-2015, 02:26 PM
I'm not very good at UV texturing. What I finding works for me is setting up with "regular texturing" then using the Surface Baking Camera with Compositing Buffer Export with Raw RGB to create the base Color texture. Likewise with all the other UV textures like normals, bump, etc.

05-22-2015, 06:05 PM
The closest thing to procedural texturing in a game engine are substance materials from allegorithmic substance designer but they still requre UVs applied to the model. There are presets and you can also design a substance yourself. No matter what you are using with game engines you always need UV coordinates on your polygons if you want to get a good surface going. So as a game artist it will pay off to get very good and fast at laying out UV maps, there is no way around that, not yet.

Feel free to ask me specific questions about game assets or unity, this subject is rather vast.

If you are skilled at painting at all I would suggest getting a copy of 3D coat mainly for the UV tools and the very nice texture painting tools. I suggest that program because you get the most for your money and it's a dependable program in that regard. Otherwise use a really nice camera and take a lot of photos of surfaces or buy a nice pack of textures that you can manipulate in photoshop. One of the nasty phenomenons when using UVs for surfacing are seams which you will run into a lot. A 3D painting program will allow you to paint out and remove those seams for the most part. Also knowing where to put seams on your model, how to hide them and how to minimize them will also help you get your work done faster with nicer results.

05-22-2015, 06:44 PM
You can use atlas mapping in LW and bake down the texture. Or just planer map each side and use the texture you have. If your texture is tiled then you can just grow the atlas method outside the 0,1 space.

Another thing to not about LW>Unity UV'S... If you have "multiple objects i modeler layers" you need to only have "one" UV name. Also, Unity can support 2 UV channels one for "diffuse map", and one for "lightmap" The only way for Unity to see it, is have a map in the Lightwave color channel with its own UV name, and another in the Lum channel with its on uv name. I use the name Lightmap usually for that name.

05-26-2015, 06:57 AM
Thanks very much for all the replies and the advice, much appreciated. It's early days and I'm learning all this stuff and doing some test runs but it's exciting stuff.

05-26-2015, 10:40 AM
See Batch Baking Camera

It's setting up everything for you automatically, not like Surface Baking Camera.

And has much better UV border support.

Don't be surprised to see black lines, or black dots, on SBC baked objects. That's exactly issue with UV Borders.

I showed Batch Baking Camera and Surface Baking Camera differences in rendered image in this video tutorial

05-26-2015, 11:06 AM
Hey Sensei are you no longer working on true render. Sorry for OT