From the course: 3ds Max: UVW Mapping

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World XYZ

World XYZ

- When it comes to applying textures to geometry in our 3D scenes, there are probably dozens, if not hundreds, of usage scenarios in place today, each of them requiring a particular work flow and approach in order to be successful. For instance, when it comes to UVW mapping, there are some very distinct differences between making use of maps in static, or still renders, as compared to animated sequences. More than that, there are distinct differences between the options that can be used for transform as compared to deforming mesh animations, all of which we need to understand, and so, we'll take a look at, during the course of this chapter. In the version of the test scene we're working with here, if I just open up the material editor, you can see that our robot geometry has a procedural noise map applied as a diffuse texture, which is, indeed, a valid way to create a diffuse color map. Often times, though, artists will use procedural maps such as this, as a way in which to add…

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