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Thread: LW2019 Data Exchange Test, Indoor Archviz Scene

  1. #1
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    LW2019 Data Exchange Test, Indoor Archviz Scene

    This Demo was done to test data/workflow exchange between Lightwave and
    Unity / Unreal


    https://www.youtube.com/watch?v=fzDIgRC_9BI

    All modelling/UV etc done in LW2019
    Rendering is done with Unity2019

  2. #2
    Registered User ianr's Avatar
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    Quote Originally Posted by jog View Post
    This Demo was done to test data/workflow exchange between Lightwave and
    Unity / Unreal


    https://www.youtube.com/watch?v=fzDIgRC_9BI

    All modelling/UV etc done in LW2019
    Rendering is done with Unity2019

    Needs Colour correcting, as it bleeds in some places, lovely modelling though!

  3. #3
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    Looks awesome! I'm not crazy about the stone wall texture, only because it is too obvious it is flat. The way to get away with that, would be to only use it in flat areas, where the corners are hidden by wood framing or some other framing device. The places where, there are visible corners, you would be better off using a brick texture, which would have square corners, or budgeting a bit more geometry to make some 3D stones. A normal map is not enough, on a 90degree convex corner, to look real this close up. Even with a brick texture, it would be good to chamfer the corners. Otherwise, it is a very cool, well textured and modeled scene. I hope that is helpful.

  4. #4
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    how did you find the data exchange and workflow? any gotchas ?

  5. #5
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    Data Exchange with Unity works very nice. Of course it would be
    cool if there would be a "Unity Material" like the one for Unreal
    but as Unity is a moving target and they are changing things like
    Shaders/Materials so often it would probably be difficult.
    Right now there are basically 3 different render pipelines
    standard(replaced in 2020 as far as i know).

    The LWRP (lightweight renderpipeline) which is going to be the
    new standard pipeline and HDRP for highend gfx cards.

    All the new pipelines are scriptable and you can create your own
    shaders with a node based system similar to LW.

    I had one problem with a skinned character coming from LW to Unity
    which had some weightmap issues but all other animation stuff worked well.

  6. #6
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    Quote Originally Posted by jog View Post
    I had one problem with a skinned character coming from LW to Unity
    which had some weightmap issues but all other animation stuff worked well.
    Perhaps not mapped some vertexes?
    It often caused problems in older days. Maybe still causes..
    That's why I made Show Weights plugin,
    https://www.youtube.com/watch?v=T1DvdkvvfAo

    and reverse of it Show Unmapped Weights
    https://www.youtube.com/watch?v=NhHyieNfIIc

    It will tell you which vertexes have not assigned vertex map, and perhaps troublesome with game engines.

    They are both part of TrueArt's Modeling Pack http://modelingpack.trueart.eu

  7. #7
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    Quote Originally Posted by Sensei View Post
    Perhaps not mapped some vertexes?
    It often caused problems in older days. Maybe still causes..
    I think thats exactly what was the problem, some unweighted vertices

  8. #8
    Not so newbie member lardbros's Avatar
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    Quote Originally Posted by jog View Post
    I think thats exactly what was the problem, some unweighted vertices
    was going to say the same thing. 3dsMax by default weights every vertex for bones (which is a pain in itself)... LW does not do this, but for games/realtime you need to know this, otherwise you'll get caught out by any unweighted vertices.

    Nice work though... have you compared with UE4?

    I find the lighting a bit over-bright in your video. Looks nice, but feels like it could do with more contrast in the lighting.
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