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When did you first see LightWave?
When it was version
4 on the Amiga. I had a friend who had coded a
little 3D engine and was using it to build objects
for real-time use. He showed me the possibilities
of LightWave. I was quickly seduced! In fact,
I found it thanks to the demo party scene on the
Amiga at the time. These were huge meetings (very
popular in Scandinavian countries) where you could
find thousands of people with the same passion:
making demos in real-time 3D. LightWave was a
widely-used tool and Amiga users swore by it:
I didn't really have a lot of choice!
I really started using
it seriously when version 5 was available on the
PC in 1998. It was really only for modelling and
texturing real-time objects. I learnt to optimise
the number of polygons and to make them as "tight"
as possible.
What do you particularly like
about LightWave?
Above all, LightWave is a
well thought-out application. I greatly admire
its authors for having such an ordered "spirit".
It's very clear and intuitive if you stick to
its philosophy and there aren't any dead-end menus
where you can easily lose yourself.
For you, which is the best
tool in LightWave?
Modeler! Subpatch organic
modelling is an absolute blessing and it allows
you to make different versions for polygonal LOD.
The addition of weightmaps in Subpatch mode makes
this tool perfect.
There's also the render
quality with HDRI (High Dynamic Range Imagery)
and radiosity. LightWave has always had a superb
renderer, even in plain Raytracing.
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