I am using Lanceredit extensively for 5 months now and my pipeline is pretty much set:
1.) make mesh in blender, texture it, export collada, import to lanceredit, export working CMP;
*The DAE export options I use are the default ones (triangulating on export works flawlessly, although mirrored meshes might be better off getting triangulated BEFORE applying the mirror, to keep consistent shading on the tris). I do click on the “sort by object name” option, to make multi-part CMP’s have their parts be sorted by name upon export.
2.) create MAT file (a new method I use is to set Lanceredit to create materials embedded in the CMP, then just grab them and move them to a separate MAT).
**Lanceredit can import any image file format directly and convert it to your desired texture format (DXT1-5 and others), producing incredible quality results.
3.) animate the CMP (I do some of the work in UTF Editor 3, like copy-pasting nodes from my other animated CMPs because its a bit faster with drag/drop).
***Lanceredit can PREVIEW animations (both mesh animations AND texture animations)
4.) make the hardpoints and make use of the “free flight” controls to navigate around the model to see it from any angle I want;
5.) wait for it…. PROFIT!
A big shoutout to Ichiru for making all this possible!
P.S. Did you know you can preview ALE effects and STARSPHERES with Lanceredit? :)))