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Unwrapping UVs and
                                     Mapping Textures








                                          hroughout the modeling chapter, as you created objects, the Generate   CHAPTER
                                          Mapping Coordinates option appeared for almost all objects. Now you   IN THIS CHAPTER
                                     Tfind out what mapping coordinates are and how to use them.
                                                                                                    Working with mapping
                                     Mapping coordinates define how a texture map is aligned to an object. These   modifiers
                                     coordinates are expressed using U, V, and W dimensions. U is a horizontal direc-
                                     tion, V is a vertical direction, and W is depth.               Applying decals with the UVW
                                                                                                      Map modifier
                                     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   Using the Unwrap UVW
                                     Box primitive applies a texture map to each face. This works well in some cases,   modifier and the Edit UVW
                                     but you won’t have to wait long until you’ll want to change the coordinates.  window
                                     Control over the mapping coordinates is accomplished using many different   Creating seams
                                     modifiers, including the granddaddy of them all—UVW Unwrap.
                                                                                                    Using pelt mapping
                                     Pelts remind me of early turn-of-the-century explorers and trappers who cap-
                                     tured and skinned critters such as foxes and wolves and preserved their fur pelts
                                     on a circular rack. These furs were valuable commodities that could be traded for
                                     whatever the trapper needed. The market for such furs has diminished signifi-
                                     cantly, but the concept works well for the virtual world as a mapping method for
                                     applying textures to 3D objects.
                                     Pelt mapping is simply another mapping method available within the Unwrap
                                     UVW modifier. You can access it from the Map Parameters rollout when the Face
                                     subobject mode is selected.


                                     Mapping Modifiers

                                     Among the many modifiers found in the Modifiers menu are several that are spe-
                                     cific to material maps. These modifiers are mainly found in the UV Coordinates
                                     submenu and are used to define the coordinates for positioning material maps.
                                     These modifiers include the UVW Map, UVW Mapping Add, UVW Mapping
                                     Clear, UVW XForm, MapScaler (WSM), Projection, Unwrap UVW, Camera Map
                                     (WSM), and Camera Map.

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