To
assign mapping coordinates for each
material, we select the corresponding
faces.
In Surface Properties Material, Mesh
Edit or Poly Edit click on Select by
ID.
The
Material ID is the number of the sub-material
applied to the object.
Here
there are 5 Materials ID and the blue
material has for Mat. ID 2.
Apply
UVW Mapping.
Why UVW?
3d uses XYZ for coordinates the objects,
for the mapping coordinates UVW are
used.
By
default, Planer projection is that will
work well as it is what we need here.
Note the rectangle which appears in
the viewport, it is the representation
of the projection that the mapping coordinates
use.
By
default, max dimensions objects with
the dimensions of the selection with
planer mapping.
We will set the same values in Length
and Width to have a square projection.
Indeed
it is necessary to provide a square
texture and if possible in the dimensions
of 128x128 pixels, 256x256, 512x512
etc.
For
optimal use RAM it is preferable to
use these dimensions.
To
see the texture applied in the viewport,
activate the Show Map icon.
This should be activated for each material
applied.
The
representation of this rectangle in
mapping is called a Gizmo in max.
If
we Edit in sub-object mode modifying
UVW Mapping by selecting the Gizmo,
this becomes
easy to handle just like a simple
object.
We can now edit the Gizmo with all
the normal editing Tools such as Scale,
Rotate & Move.
The
orientation of the mapping is given
by the green feature for the axis
of U and by the yellow segment for
V,
the W axis is perpendicular.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
Rotation
the Gizmo on the Z axis.
The texture follows this rotation.
To
cancel use Ctrl Z.
Also
while holding the Left Mouse Button
if you tap the Right Mouse Button,
this will Cancel your current edit.
This works for all editing within
max.
To continue mapping the object, for
each Material ID select the corresponding
faces then apply mapping coordinates.
(also called UV to make it shorter).
Apply
the modifier Poly Select or Mesh Select
according to the nature of the object.
The oranges faces have Mat. ID 3,
therefore enter 3 then Select.
Apply
UVW Mapping.
And change to Cylindrical Mapping.
Cylindrical
Gizmo appears but it is out of proportion
with the dimensions of the selection.
To
set it to the right dimension, click
on the FIT button. "Upper Left
Pic"
Apply the Orange faces with the Checker
material.
As for the Gizmo, a green reference
mark indicates were the mapping joins
itself.
Apply a rotation to make it coincide
with the middle face. In this case
about 90 degrees.
Note that the checker is completely
deformed because the object is not
cylindrical.
Nevertheless
it is still this type of projection
which will allow your mapping to conform
quickly here.
Correct
the mapping coordinates with Mesh Edit
or Poly Edit on a traditional object.
Collapse the Stack.
Ensure
that the Object has Collapsed and
apply Unwrap UVW.
Click
on Edit...
The
UV editor opens and the object lines
appear.
These
lines correspond to the mapping coordinates
assigned with each face.
If they do not have any, max puts
anything in there place:)
The checker corresponds to the texture
of first Sub-Material of the object.