Quote: "I believe you'd need to fix the UV coordinates in lightwave, as currently each cube is UV mapped individually, but you really need to whole object mapped as a single object.
Also try to scale each cube up very slightly. (For example, if eack cube is 1x1x1 units, scale it up to 1.01x1.01x1.01. The slight overlap may help with the seams since on closer look, it's not a lighting seam you're getting.)
"
I tried the scale up approach, which had a slightly positive effect, but it didn't work 100%. I also tried scaling up the UV which also doesn't work.
Quote: "I think you'd have to combine it all into 1 object, so the adjoining sides of the cubes can be welded - also the caulked faces could be removed, and probably help get rid of the grid lines you're seeing. I'm sure it will be the internal faces that are causing the grid lines, as really they should be drawn - if you know what I mean - the 'hidden' faces have an edge that is equal to the edge on the visible polygon, so the edge piece is visible, the only way to be sure to get rid of the edge line is to get rid of what's causing it.
"
I feared as much. I know this would work, but it's a lot of extra effort as I wanted the individual cubes (I was even going to subdivide it when it gets blown up)
Yes, I think that the lines are the zero sized edges of the invisible faces of the cube and I think I've run into this problem before with AppGameKit (virtually everything else I load the model up in looks seamless).
Quote: "maybe you can use a script in Lightwave , if 2 faces have his 4 points at the same place and the sum of booth normals are ~ 0 you can remove this 2 faces.
other idea, give the face-to-face a transparent color.
if you zoom in to this model in Lightwave there are no gaps between cubes?
"
I'm not sure I can do that in layout - only on individual meshes - besides, I'm no good at LW scripting
Zooming in on LW is perfect joins - in fact, I hand typed the co-ords to make sure they were perfectly aligned.
One other possibility is to post process the cubes in AppGameKit and mess with the faces, but I fear the mesh manipulation functions are not sufficient.
Thanks for the feedback anyway... I'll try a few more things...