Join Joel Bradley for an in-depth discussion in this video Using the XYZ to UVW option, part of 3ds Max: UVW Mapping.
- Having already explored a number of mapping options…that could help us deal with the problem…of animated geometry, swimming through…procedural maps in our materials,…we're going to take a look in this final exercise…for the chapter, at perhaps the most…bulletproof approach of all,…one that uses, and as of yet, unlocks that option…found on the UVW map, Modify.…This too will give us a workaround…for our current issue of using deformation,…rather than transform animation on our geometry,…but it will also help us bypass the problem…of having to rescale all of our procedural maps…as would be the case if we used the explicit…map general approach looked at in the previous exercise.…
To get started we will, of course,…need to apply a UVW map modifier…to at least the skinned portions or our geometry.…Although, in this instance just to make things…both easier and quicker, I'm going to go ahead…and select all of the robot geometry,…and apply the modify to that.…Now it does need to be said here…that in order to follow on from our previous exercise…
- What are UVW coordinates?
- Understanding UVW space
- Autogenerating coordinates
- Using map channels
- Working with the World XYZ and Object XYZ systems
- Peel and pelt mapping
- Reshaping UV elements
- Relaxing UVs
- Rendering out a UV template
Skill Level Intermediate
1. UVW Mapping Basics
2. Digging a little deeper
3. Unwrap UVW Modifier Controls
4. The Edit UVW Interface
What's next?1m 43s
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