
Planar, captures image using plane geometry. The projection suite in the Unwrap UVW modifier includes the following types: This is generally done by using a virtual "camera" of sorts that shoots orthogonal imagery of the selected part of the mesh, generating a 2d image of the selected area. Projection is the process of converting a section of a mesh from 3d space to 2d space. Mapping tools are divided into two broad categories, the Projection suite and the Peel suite. To map a part of the mesh onto the editing area, we use one of the available mapping tools. Once this is done, the mesh can be considered unwrapped. Using the transform tools (uniform scale, rotate, move) we position all pieces so they fit into the editing area. Larger pieces on the mesh should receive more texture space. Once all pieces have been mapped, we uniformly scale each piece down so that they occupy a portion of the texture that represents how large they are on the mesh. Image 7: All texture coordinates packed into editing area. Once the texel proportions are good, we move the piece out of the way then go back to step 2, selecting a new piece of the mesh to map. Image 6: The projected uv faces have been moved to clear the editing area. Depending on the situation, scale the projected faces to fix texel proportions. Typically after a projection, the texel proportions of the projected faces will be poor. Image 5: Proportions have been fixed by vertically enlarging the uv set of the 5 selected faces. In image 4 above, the 5 faces are planar projected using a best align axis. We select the next piece of the mesh to be mapped and use a mapping method to project it to the editing area. Image 4: 5 coplanar faces are projected using planar mapping. Our first step when we begin unwrapping a mesh is to move them off to the side. The initial texture coordinates on a mesh are typically not suitable. Image 3: When we add unwrap uvw for the first time, texture coordinates are a mess and should be moved to the side. This process can be broken down into a few steps. Unwrapping a mesh is the process of producing a good set of texture coordinates for all of the faces of the mesh. Shrink UV selection like the rollout variant but shrinks the uv selection. Grow UV selection like the rollout variant but grows uv selection. There are many other controls available in the uv editor including quick rotations, selection alignment, pivot controls, etc. Note that if the texture does not show on the mesh when selected here, you will need to apply a material to the mesh with the desired texture attached to the diffuse channel and hardware preview turned on for the material. Use the drop down to select a texture to show in the preview. Use the cube icon (preview map) button to control whether a map is shown at all. Tools to control the texture preview in the background. Use these in combination with shift, ctrl, and alt to alter their behavior.
Tools used to move, rotate, scale, and mirror selected texture coordinates. Texture coordinates are displayed and can be selected from here, optionally with a background to use for texture previewing. The interface of the uv editor is described below and labelled above in image 6: Opening the uv editor allows an artist to set specific texture coordinates for each face. Peel seams when checked, shows blue seams where a peel seam has been set.Map seams when checked, shows green seams where there is a break in the texture coordinates.Point to Point Seams enters point to point mode which is similar to edit seams mode but allows for adding of seams between chosen vertices until you exit the mode.
Edit Seams turn on and off seam edit mode.Reset selected after setting seams, recalculates positions/shapes/attachments of selected faces according to specified seams.Open UV Editor that is used to set specific texture coordinates for faces/vertices.Ignore backfacing ( defaults to on, prevents faces/vertices/edges facing away from the camera from being selected).Select by element (use to select large numbers of connected faces/vertices at once).The most important functionality of the rollout is described below for each section and labelled in image 5 above:
#Element 3d v2.2 unwrap uvw update
It has two interfaces: the rollout that appears when you add Unwrap UVW to an object and the UV editor that is used to set and update texture coordinates. The Unwrap UVW modifier is one of the most complex modifiers in 3DS Max.
Image 1: The Unwrap UVW modifier modify panel rollout. It is the only modifier in 3DS Max that allows for the placement of texture coordinates at exact positions. The Unwrap UVW modifier is used to assign specific texture coordinates to each of the faces of a mesh.