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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.
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