among its key strengths for us. Our internal proprietary tools take LightWave data in its
base form - something we've found is a great time saver, as our Games team can access the SDK very quickly."
- Andy Whitehurst, Digi-Guys
In the development of video games and software, the core strengths of LightWave provide artists with fast and flexible tools for modeling, lighting and surfacing with extensive abilities to incorporate the application into the production pipeline. LightWave’s Collada and FBX support along with an open SDK for the object format means that it is easy to write the code required to import LightWave’s own LWO format directly into the game engine code.
The ease of use of LightWave modeler has long made it an ideal solution for artist developing video game assets. For in-game movies, LightWave’s renderer provides a "feature film" look quickly with photoreal results.
LightWave is widely used as the base for creating non-game software too. From creating icons for Macintosh OS X and the famous clasping hands for Nokia, LightWave provides the tools needed by artists for making online ShockWave or VRML simulations, pre-rendered sequences for industrial applications and dynamic animation of objects too precious for Joe Public to access in the British Library's Turning the Pages project.
"LightWave is easy to learn. I have taken a team of animators here at Digi-Guys from being heavily rooted in other packages and brought them into the world of LightWave quickly where they are now cranking out animations that are of excellent quality, beyond anything that has been seen in games before, and certainly more than they did with the other major packages used over the same time period."
- Timothy Albee, Lead Animator, Digi-Guys
Category: Games/Software
Alejandro Parrilla is a 3D artist for IGT in Reno, NV, a company well known for its themed gaming machines. Originally from Venezuela, Alejandro's travels have taken him from Spain, to Orlando, Florida and now to a city world renowned for its visual displays.
Category: Games/Software
Larry Schultz has worked as a 3D artist in games, television and film for nearly a decade. Among the projects he has participated in are CG shows Max Steel, Dan Dare and Roughnecks: The Starship Troopers Chronicles, Sony's Airtight Garage Attraction, and a stereoscopic IMAX film done by Amalgamated Pixels, among others. Recently Shultz has branched out into training and education, participating in NewTek's Next Dimension Training Tour and producing online courses for FX Academy. Larry's skills cover every aspect of 3D, from modeling to texturing to lighting to character rigging and animation. He finds that this type of variety in his work is the spice of life, so far as he is concerned as a digital artist.














