From the course: 3ds Max 2018: Mastering UVW Mapping

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Using map channels

Using map channels

- [Instructor] One really helpful feature that we will want to know how to use when texturing is the fact that in 3ds Max, we can actually use multiple versions of UV space on any piece of geometry we like. This can be done by taking advantage of UVW map channels. With each map channel making its own zero to one space available to us. If I open up the material editor then, you can see in our material setup that we have a simple decal being composited or overlayed on top of our brick map. Now currently, both input maps, if I double click to bring up their parameters, are making use of map channel one. And if I just select the plane geometry in the scene and then jump over to the command panel's modify tab, we can see that the applied UVW map modifier is also making use of map channel one. This means if I just select the modifier's sub-object gizmo, that any translation or rotation of the mapping gizmo that I apply here will affect both of the bitmaps in use. And of course, as soon as…

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