I don’t know how Lightwave works, but it more looks like you have a problem on your UV map.
Also, your model looks very dark in unity because you set a color in the “main color” slot of each materials, you’d better let it White, you’ll see your diffuse texture with its usual color/brightness.
Thanks for your reply!
I set the main color of each slot to white and it looks slightly better.
I use planar or cubic projection for the textures. I go and try UV mapping!
Don’t go back and try to change you UV’s. Even though they are not that good (look into actual unwrapping some day), they are still a lot better than what Unity is showing, so something else is wrong.
I would try the following stuff (stop at whatever point works… if any):
Swap Uv sets on import. Look at import settings…
Actually collapse the uv’s into the model in lightwave. Never used lightwave, but fbx have some troubles exporting uv’s still just lying as a modifier on a mesh. So if Lightwave has something similar to a modefier stack in 3ds max, try collapsing it before exporting.
Check your fbx version, if you are exporting by hand. If Unity does it automatically, I believe they always use the latest version, but not sure.
Make sure your textures are set to “repeat”. When using the methods for uv creation as you have used, lots of the coordinates will lie outside of the [0.1] range, and need textures to wrap/continue beyond this.