Only assigning textures to the surface you wish to have showing is your best bet. Your mesh in this workflow is only as good as your prep for it in DR. not patches) as you can cull out unneeded faces to further clean up your model beforehand. Use the Caulk texture wisely if you're exporting regular brush primitives from Dark Radiant (eg. If your edges in question all occupy the same 3D space, it will merge them and combine the polygons as one contiguous surface. If you're stringing together multiple patches and don't want a hard seam to be present go to the Construct tab in Lightwave and find Weld Edges. If all goes well you should be able to pull of some more natural looking blends like this. Save that into an MTR and make sure that name matches with the one you chose in the Surface Editor. ![]() Map textures/darkmod/nature/dirt/dry_earth_stones Map textures/darkmod/nature/dirt/dry_earth_stones_local Map textures/darkmod/nature/foliage/leaves_small Map textures/darkmod/nature/foliage/leaves_small_local You can also use the VertexColor/InverseVertexColor commands across additional blocks to create more complex material functions depending on what your project requires. As the like, same goes for the next two blocks for black coverage. This is a material I put together from stock assets so you can plug this right in (or modify it) to your heart's content! The first two blocks containing (This is white coverage) literally will only be visible in white painted sections of your mesh. Note: LWO is Lightwave's native format and will save a working model for TDM by default.Ī short rundown here on the material composition. You can now save the file to it's output directory. To Triangulate the mesh simply go to the Multiply Tab and press Triple. Once complete save and exit the paint window.įinally we just need to triangulate the polygons (since TDM can't render straight quads) and then save your new mesh to your desired output folder. The exception being grays where you want longer blend transitions. Be sure you use solid white and black to paint with. Here's an example of how your mesh should look when painted. > Once the paint window loads, hit Edit and Create Vertex Color Map from this drop down > To find the painting window you'll have to go to the Map tab and find Vertex Paint under Color. Next we're going to paint black and white vertex colors to define material blending. Here I use vertex_blend_test for my example material name and it must be devoid of typos to match the name we'll declare in the MTR later. Two things you'll want to do is check smoothing on and find a good value (I use 60 degrees) and then press rename in the top right corner to specify the material name you want to embed in the saved LWO. ![]() First thing you'll want to do is press F5 to bring up the Surface Editor panel. Now it's time to head to Lightwave and open your OBJ file you've exported. Step 2: Importing and Painting in Lightwave When ready to export in DR go Scripts>ExportOBJ and be sure to center objects. When we export this data in the OBJ script, this will be used as your UV data in Lightwave. ![]() It's important that you texture and scale the surface properties to your liking. Here I already have a prepped small space done up in DR.
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