3ds Max 2012 Bible - Kelly L. Murdock [353]
Each map can hold up to 99 mapping channels, and the Map Channel value lets you tell them apart. If a single object has multiple instances of the Unwrap UVW modifier applied, then each instance can have a different Map Channel value. Video game objects use these map channels to add wear and tear to a character as the game progresses. Also, the map channel can be a vertex color channel by enabling the Vertex Color Channel option.
The Configure rollout lets you set how the seams of the planar maps are displayed. The options include Map Seams, Peel Seams, and either Thick or Thin. Map seams show up as green lines, and peel seams show up as blue lines. By making the seams visible, you can easily tell where the textures don't match the object's creases.
Using the Edit UVWs Interface
Although several features for working with UVs are available in the various panels in the main interface, the main work is accomplished in the Edit UVWs interface. All changes made in the Edit UVWs window, shown in Figure 33.4, are automatically reflected in the viewports.
The Edit UVWs dialog box has multiple icons surrounding the main window. Along the top edge are buttons for selecting and transforming the selected subobjects. Table 33.1 shows and describes the buttons along the top edge.
FIGURE 33.4
The Edit UVWs interface lets you control how different planar maps line up with the model.
The gizmo is simply a rectangle gizmo that surrounds the current selection. Move the selection by clicking in the gizmo and dragging; Shift+dragging constrains the selection to move horizontally or vertically. The plus sign in the center marks the rotation and scale center point. Scale the selection by dragging one of its handles. Ctrl+dragging a handle maintains the aspect ratio of the selection. Click+dragging the middle handles rotates the selection. Ctrl+dragging snaps to 5-degree positions, and Alt+dragging snaps to 1-degree positions.
Within the Pick Texture drop-down list is a Checker Pattern option. This option applies a checker map to the mesh without having to assign a material. The checker pattern makes easy work of looking for stretching on the model. The drop-down list also includes any textures that are applied to the object. The selected texture appears in the background of the window.
Selecting subobjects within the dialog box
Under the main window in the Edit UVWs dialog box is a toolbar of icons for selecting different subobjects. Table 33.2 shows and describes these buttons.
Within the Selection toolbar are the Selection modes with buttons for selecting Vertex, Edge, and Face subobjects. Selected subobjects in the Edit UVW interface are highlighted red. Using the + (plus) and – (minus) buttons, you can expand or contract the current selection. The paintbrush icon button is used to Paint Select subobjects, and the Expand and Shrink Brush buttons to its immediate right allow you to increase and decrease the brush size. The Select Element option selects all subobjects in the given cluster. This happens only when the Select Face subobject mode is enabled.
The Loop button automatically selects all edges that form a loop with the current selected edges. Edge loops are edges that run end to end. You also can use the Ring button to select adjacent edges that are parallel to each other. The Grow and Shrink buttons next to the Loop and Ring buttons are used to select the adjacent edges on either side of the current selection in the loop or ring direction.
Tip
The Loop and Ring buttons also can be used on vertices and faces if two or more are selected. •
To the right of the selection buttons located under