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3ds Max has a very useful feature for scaling the UVW Map and it's called Real-World Map Size, you'll find it down in the parameters of the UVW Map Modifier and I can tick that on. Now that's only half of it. Once I've turned that on I also need to turn on the corresponding switch in the Material Editor. You need to open up that Material Editor, go to the material and I'll need to go to the Map, and it is currently shown here, and in the Coordinates rollout for that map I will need to enable Real- World Scale and then give it some size, let's say 20'x20'.
And once I've done that, now each one of these tiles is exactly 20 feet. Don't be distracted by the fact that this is reading out as 19 feet and 12 inches, that's just little bit of a quirk of the program. This is a very, very useful technique, because especially for architectural scenes it might be useful for me to have a sample that's, you know, a piece of masonry that's maybe 3 feet on a side, or something like that, and if I enable Real-World Scale here and Real-World Map Size here, then I can just type in the value.
If I get in really close on this by the way you'll notice that the gizmo is tiny. This is the only real issue with this is that that Gizmo is itty-bitty. Where is it? There it is! That's just a byproduct of the process, it doesn't show the gizmo at 20'x20', it shows it at a tiny size of an inch as we can see here. There's not a lot I can do about that. I don't want to scale the Gizmo for the reasons I've mentioned in the last movie. Just leave it as it is. If you need to move it around you'll just have to get in really close on that, selected that Gizmo and I can position it as needed.
A very helpful feature; Real-World Map Size.
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