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© 2003 Croteam © 2003 Digital Extremes
© 2003 Croteam - © 2003 Digital Extremes

 

Having fun is serious business

 

Admir Elezovic
Admir Elezovic and Croteam have now brought several generations of the award-winning Serious Sam and other exciting games to players world-wide, on both PC and X-Box. Admir has used LightWave as the key 3D application in each cycle of development, and each time LightWave has been able to help them meet the challenge of improving the quality of the content and making the next game more beautiful and engaging than the last.

ìAll our artists use LightWave for modeling, animation, texturing and special stuff like backgrounds, special effects and prototyping levels,î says Admir. ìWith [Croteam's] new Engine and Tools in work, Level editors are using LightWave to model and texture templates (architecture, decorations, environments) and import them into our new Engine.î

Game content creation begins with modeling, and Admir finds LightWave's fast and flexible Modeler fits the bill admirably. ìModeler is extremely powerful and fast to work with,î he says. ìIts polygonal tools are top notch. Modeler's workflow allows us to use different approaches to achieve the same results - very important for maintaining the speed of production. Often, you are required to make changes to models or animation on a daily basis, in order to fit them into game better and the LightWave way of working makes our job much easier... LightWave allows us to redo a model a zillion times without worrying about loosing the mapping.î

The fast workflow of character setup and animation features round out LightWave's virtues for Admir. ìFor example, for player models, I made a skeleton, animated it, and then with ease I was able to replace different models on that skeleton with little adjustment to the skeleton itself. That was a real time-saver!î

 

"I'm very much in love with LightWave's rendering engine, as most people are. It has a quite fast and flexible built-in radiosity engine and its native support of HDR and 128-bit rendering pipeline make it unique."
Emmanuelle Salvucci, Revolution Software

 

 

© 2003 Gerald Abraham
© 2003 Gerald Abraham
© 2003 Jonny Gorden
© 2003 Jonny Gorden
"I've watched the rigging process done by skilled users with other packages, and more often than not I find myself thinking how much quicker the same thing can be done using LightWave."
Jonny Gordon, Zero Gravity Entertainment

Games are rapidly becoming the dominant segment in the entertainment industry, and the production requirements are rapidly pushing toward real-time photo realism. This growth creates a lot of opportunity, and NewTekís LightWave provides the tools to take advantage of that opportunity.

LightWaveís Modeler has long held the title as the worldís best polygonal modeler. Game developers will find this a major weapon in creating efficient, yet great-looking, models for fast, exciting game-play. LightWaveís advanced UV mapping, weight maps, gradient controls, and motion and texture baking all contribute to a powerful arsenal for the game developer. 

Subdivision Surfaces
With the tap of the tab key, your model changes from a 30-polygon faceted rough to an organically rounded, smooth, flowing sculpture. A head or a body, human, animal, or alien; a cool sports car; or a techno-organic spaceship perhaps. Subdivision Surfaces provide modeling as complex as you need with great economy of effort and time. You model with simple polygons and at only a fraction of the number the final model will need. You have complete control of your model but with a simplicity and ease you would never have expected when creating complex natural or engineered objects.

Surface Baker
Today's games require both real-time performance and incredibly detailed visuals in game play that is far more rich in objects and characters than ever before. The ability to bake surface textures, including bump mapping, and then apply that to simpler objects that will perform faster in the game engine is an advantage LightWave offers game developers, as well as artists working in other fields of visualization.

Inverse Kinematics
LightWave lets you use virtual bones to quickly and easily make a skeleton for your character, and use FK and IK to move the character. FK and IK? Forward Kinematics: rotate the upper arm, and the forearm, hand and fingers must follow. Inverse Kinematics: put a ìgoalî just at the end of the fingers, and then if you want your character to reach for that M&M on the table, just move the goal toward the M&M, and the characterís arm will move in proper fashion. These can be combined for realistic movement in any situation. And LightWaveís cutting-edge character tools make animating a complex character quick and responsive.

 

 

Pancho Eekels
The role of LightWave at Digital Extremes, makers of the Unreal series, has grown over the years from modeling exterior environments to creating many more elements of the content as well. ìWith each update, LightWave has become more and more powerful,î says Pancho Eekels, Lead Designer. ìAfter the release of LightWave [6], I was able to do it all in LightWave.î

ìLightWave 3D has lots of stuff...right out of the box. No extra plugins are needed to get you up and going.î

Features Like UV mapping, texture baking, and the ease with which LightWave fits into any pipeline keeps the folks at Digital Extremes focused on the game, not worrying about software issues.

Why would Pancho recommend LightWave 3D to game developers? ìThe ease of use, people can pick it up very fast.î And, he says, what he likes best about LightWave 3D ìis the people behind it. If you need something special, the NewTek team seems really bent on helping or adding features to the software for you.î

Josh Tsui
Studio Gigante, a new game development company, has achieved breakthrough status with its very first release, Tao Feng: Fists of the Lotus, which became the top-selling fighting game. The success comes dues-paid; since the founders, including Josh Tsui, have years of experience in game development, most notably work at Midway Games, where they were part of the Mortal Kombat team.

ìUnlike most fighting games, the environments had a lot of stuff going on such as breakable objects and animations that interacted with the characters,î says Josh. ìBecause of this, we had our work cut out for us.... All the backgrounds were created solely in LightWave. Using features such as texture baking greatly enhanced the look and feel of our game.î

 

© 2003 Studio Gigante

© 2003 Studio Gigante

 

 
SOLUTIONS :
Visual Effects
Motion Graphics
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Architecture & Visualization
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© 2003 Caveboy Studios
© 2003 Caveboy Studios
© 2003 Nikos Gatos
© 2003 Nikos Gatos
© 2003 Philip Meyer
© 2003 Philip Meyer

 
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