Turbo Squid
Turbo SquidProductsSearchShopping CartMemberForumsCompanySupport
3D Application Forums : NewTek LightWave 3D : Lightwave export to 3Dmax R7
Forum: Posts From:
black_spirit
New Poster
1 Post
Lightwave export to 3Dmax R7
Posted 21-Apr-2007 12:05 PM

Hey,

Sorry if is the wrong place to post this.

I brought a model from this site, its a Lightwave scene, .lws

When trying to export, to .3ds, it says that

Operation failed, code 1
Polygons with 3 vertices only

When exported as a .obj file, it exports fine, but when imported into 3dmax, it has no textures.

If there a certain way of exporting, or it simply cant be done?

Thanks
Dave






mirage_3d
Moderator
158 Posts
23 Products
RE: Lightwave export to 3Dmax R7
Posted 22-Apr-2007 1:14 AM
Modified by mirage_3d On 22-Apr-2007  1:15 AM

lightwave's .3ds exporter is not really that solid. try triangulating all the prolygons and see if it works. if not, then your best bet would be either one of Right Hemisphere's excellent products, or one of the many conversion programs found here. you could also ask TurboSquid to help you with the conversion. they are very helpful. good luck.


mirage_3d
mkiii
Advanced Poster
719 Posts
19 Products
RE: Lightwave export to 3Dmax R7
Posted 19-May-2007 3:00 PM

As mentioned above, Deep Exploration is probably the best & easiest to use conversion tool, and will create a .max file (if you have a copy of Max installed), otherwise, all you need to do to create a .3ds file is to triangulate the object in LW.

Bear in mind that the maximum poly count (after triangulation) to export as .3ds is 64k polys. If your triangulated mesh is bigger than this, then you will need to break it into smaller elements.

Just as a point of interest, it is also best to merge all UV maps into one, and unweld the entire object. You must then weld it in Max. This will help preserve the texture coords.

In addition, it helps if you create a dummy poly for each LW surface, and apply the surface to it. Once in Max, if the UV coords do not appear, then (for some reason), applying a UV map in Max to each of the dummy polys will activate the UV map for the LW surface.

This is the way I used to convert files before I got Deep Exploration. Painful, but it (usually) works.
cresshead
Advanced Poster
367 Posts
62 Products
RE: Lightwave export to 3Dmax R7
Posted 13-Jul-2007 9:03 PM
Modified by cresshead On 13-Jul-2007  9:04 PM

tips on .3ds export...

1.make it all tri's

2.select poly mode and press w if you have ANY 1 point or 2 point polys...delete them...3ds will crash on these for export.

3.make all your texture conform to the 8:3 rule otherwise the texture names will be truncated.

4.you'll need to use uv mapping as lightwave's internal planar/box/sphere and artlas mapping are not suported by either the .3ds format or .obj format

5.you 'll need ALL of your model on ONE layer...same goes for .obj

6.merge all your points...again the exporters a prone to crash/error with points on top of one another.
mkiii
Advanced Poster
719 Posts
19 Products
RE: Lightwave export to 3Dmax R7
Posted 23-Jul-2007 7:36 PM

I still recommend UNwelding  the points. Many hours of frustration can be saved in a LW - 3ds- Max process if you do, with only the expense of having to weld the points in Max.

Take note of the Spare poly suggestion too. It can help.
Items per page