Join Joel Bradley for an in-depth discussion in this video 3ds Max project structure, part of 3ds Max 2018: Mastering UVW Mapping.
- [Narrator] I've set up the seam files for this course using a 3DS Max project folder in order to allows for a quick and easy access of the available seam files and required assets as found in the downloadable exercise files folder. To ensure that you are set up and able to take advantage of 3DS Max's built-in file management system, we're going to quickly walk you through the process of correctly setting up the project folder for this course. The first step we want to take, though, is to perform a quick check on 3DS Max's preference settings.
To do this, we will need to open up the customized menu found at the top of the 3DS Max user interface, and from the drop-down list, choose the preferences option. Now once the dialogue opens, we can come into the files tab here, and put a check in the convert local file paths to relative option. Mentioning of course that we don't already have one in there. This just ensures that any files that we want to add to our project from this point forward will be given relative as opposed to local or hardcoded file paths.
With that done, we are ready to set up the 3DS Max project folder itself. For this, all we need to do is come up to the file menu and click on the set project folder option. This, again, opens up a dialogue box that lets us select any folder on a storage drive in order to set it as the root folder for our project. In this instance, I will locate the exercise files folder, which as noted, has been placed on the desktop. Click to select it. And then hit the OK button.
Now, our exercise files folder has been set up to serve as our project root. What will happen now is that whenever we use operations such as file open or save, we will find ourselves automatically taken straight to the appropriate folder in our project structure.
Instructor Joel Bradley explains what UVWs are, how they affect textures, and why they are needed. He also reviews the different mapping spaces that are available and how procedural maps are used in texturing. Then he progresses to the hands-on portion of the course, starting with mapping simple shapes and models with the UVW modifier. He also reviews advanced topics, such as unwrapping and editing UVs with the UVW Editor. Finally, he introduces blended box mapping, for when you need to get a model ready for texturing quickly.
- UVW coordinates
- UV space
- Working with the UVW Map modifier and UVW gizmo
- World space vs. object space
- Peel mapping and pelt mapping
- Reshaping UV elements
- Smoothing and relaxing UVs
- Rendering UV layouts
- Blending seams with the Blended Box Map