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LWO + MechaPaint

LightWave objects, LWO2 and LWO3, read natively and written back out.

WHY MECHAPAINT

In and out of LightWave with nothing lost

LightWave is where I come from, so .lwo gets native treatment both ways. Every save from LightWave 6.0 to 2025 opens with surfaces as paintable submeshes and layers as parts, and Export writes an LWO with your new textures.

Surfaces and layers intact

Each surface is its own paintable submesh, each layer its own part, and hidden layers stay hidden.

Textures found

Color maps are followed through the surface node graph and LightWave's Images folder conventions and placed on the model.

LWO out as well

Export writes a .lwo in meters with the painted maps assigned to its surfaces, so the model goes back into Layout ready to render.

PIPELINE

Three steps

01

Open the .lwo

Drag it on MechaPaint.

02

Paint

Layers, masks, symmetry, the clone stamp, Mecha Lines, decals, and the full PBR channel set, painted straight on the model.

03

Export LWO

File > Export, LWO in the Mesh row, or textures only for Surface Editor.

LightWave deserved a modern painter. Here it is.

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