CHAPTER 33

Unwrapping UVs and Mapping Textures

IN THIS CHAPTER

Working with mapping modifiers

Applying decals with the UVW Map modifier

Using the Unwrap UVW modifier and the Edit UVW window

Creating seams

Using pelt mapping

Throughout the modeling chapter, as you created objects, the Generate Mapping Coordinates option appeared for almost all objects. Now you find out what mapping coordinates are and how to use them.

Mapping coordinates define how a texture map is aligned to an object. These coordinates are expressed using U, V, and W dimensions. U is a horizontal direction, V is a vertical direction, and W is depth.

When you enable the Generate Mapping Coordinates option for new objects, Max takes its best guess at where these coordinates should be located. For example, a Box primitive applies a texture map to each face. This works well in some cases, but you won't have to wait long until you'll want to change the coordinates.

Control over the mapping coordinates is accomplished using many different modifiers, including the granddaddy of them all—UVW Unwrap.

Peel and Pelt mapping are two additional mapping methods available within the Unwrap UVW modifier that let you stretch and smooth out mesh polygons onto a flat surface. You can access both from the Peel rollout.

Mapping Modifiers

Among the many modifiers found in the Modifiers menu are several that are specific to material maps. These modifiers are mainly found in the UV Coordinates submenu and are used to define the coordinates ...

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