If you think about it, you may want your object to have some mapping for your diffuse texture but then different mapping for your bump or displacement maps. Scrolling down a little you'll find the ability to change the map channel. The UVW Map real world size ensure they are represented accurately Step 4: UVW Map Channel The checkers here are set to 5cm squares. If you have chosen a real-world size in your texture, then it makes sense to use the tick box 'Real-World Map Size' in the UVW Mapping modifier. We'll cover this more when we look at the material editor. So for example, if you have a cloth pattern and you know that pattern covers 1m x 2m in the real world and you want it to cover that in your virtual world, then you can set that in the textures properties. You can give a texture a real-world size if you want. We haven't covered creating textures yet but I'll give you a brief overview here as it'll be helpful as we move on. For more complex objects you'll need to use the more complicated feature called unwrapping but we'll come to that in a bit.Ĭhoose the mapping type that best fits your object Step 3:UVW Map Real World Size If you've got a fairly simple boxy looking object, then you may well get away with the 'Box' type. There are also cylindrical and spherical options among others. These include things like 'Planar' which only covers 2D mapping coordinates in the U and V coordinate space to something like box, which creates mapping coordinates in a box shape right around the UVW coordinate system. The first part of the 'Parameters' rollout is the 'Mapping' type. Only the more complex require unwrapping Step 2: UVW Mapping Types This modifier is my go to mapping modifier for most objects I create. Select it in the stack and you'll notice the modify panel gives you a load of editable parameters. This will add the UVW Mapping modifier to your modifier stack. Type the letters UV and return to add it more quickly. You can find this in the modify panel using the modifier drop down list. The simplest way to map your textures, assuming your object is simple, is to use the UVW Map Modifier. Oh and finally, when thinking of UVW, just think XYZ in terms of a coordinate system. We're going to run through a couple of primary ways to carry out this process, hopefully keeping things as simple as possible along the way. This is vitally important for even the simplest objects but it really comes into its own for more complex objects like pieces of furniture. This is where we map the coordinates of the textures onto the object. With your object modelled we now need to bring it to life by applying some materials to it, but before we do that, we have to go through a process called UV mapping. Know the basics: 3ds Max Part 1: Modelling
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Attention to detail is important to maintain believability Know your 3ds Max basics! Paul Hatton teaches how to map textures to your objects using the process of UV Mapping. Furniture is a classic example of the types of models that will most of the time need unwrapping.