Join Joel Bradley for an in-depth discussion in this video Gamma handling, part of 3ds Max 2018: Mastering UVW Mapping.
- [Voiceover] Although the handling of both system and file gamma options are automatically handled in 3ds Max these days, there is still a chance, depending on how we have our copy of 3DS Max set up, that we may encounter this gamma mismatch warning dialogue, as we work with the provided scene files for this course. The dialogue is simply Max's way of telling us that the gamma settings saved in the scene file are different from the settings of work in 3ds Max itself. To make certain that what you see in the application as you work matches the visual representations found in the videos for the course, all you need to do is choose the adopt the file's gamma in the settings option, on each encounter with the dialogue and all will be fine.
If by mistake we do select the wrong option here, we don't need to worry, as switching gamma options inside 3ds Max is a very simple and straightforward process. All we do is come to the customize menu, select the preferences option, and then in the gamma and lux tab of the dialogue, set gamma to be enabled, make sure the gamma value is set at 2.2, and also ensure that both boxes in the materials and color section are checked. Now another warning dialogue that we could run into is one connected to both our system and display unit setup.
As a general rule, I typically model all of my scenes to scale using the metric system, more often than not, centimeters, given the smaller scale of some objects that I create. If you have 3ds Max set to use its default units, then you will run into this particular error. Thankfully, the fix is simple. As all we need to do is click the adopt the file's unit scale option. Now, unlike the gamma choices that we've already looked at, the consequences of making the wrong decision here can be a little more significant.
As using the rescale objects option can often times lead to some fairly serious scene scaling anomalies. To reiterate then, the option we always want to choose while working with the scene files for this course will be adopt the file unit scale.
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