From the course: 3ds Max 2019 Essential Training
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Projecting UVs with UVW Map - 3ds Max Tutorial
From the course: 3ds Max 2019 Essential Training
Projecting UVs with UVW Map
- [Narrator] To apply a 2D map, such as a bitmap or a FileMap onto a surface, we need to supply instructions on how to apply that 2D image onto a 3D surface. And those instructions are known as mapping coordinates or sometimes UVLayout. U and V refer to the space of the image itself. So U is the horizontal and V is the vertical dimension of the 2D image. And that's different from the 3D space of XYZ Cartesian coordinates, because the UV space can wrap around 3D objects in complex ways, like a piece of paper or a piece of rubber. So it can be crumpled and folded in all sorts of ways. So UV space is not the same as 3D space. UV space is the space measured on the surface of an imaginary texture. Okay, so we've got bitmaps attached to the physical material here, and we've visualized those by making the physical material display shaded materials in the viewport, but we're not seeing anything on the wall here where that material is assigned, except for a flat brown color. And it's because…
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Contents
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Getting familiar with the interface3m 14s
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Customizing a workspace6m 19s
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Customizing viewport and grid colors4m 26s
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Creating and manipulating primitives5m 49s
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Transforming objects with Move and Rotate6m 15s
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Navigating in viewports6m 35s
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Choosing viewport shading modes4m 4s
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Saving time with keyboard shortcut hotkeys5m 41s
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Customizing hotkeys4m 29s
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Choosing a reference coordinate system8m 27s
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Manipulating objects around a transform center3m 42s
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Using the Scene Explorer outline2m 6s
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Configuring viewport layouts4m 16s
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Using Isolate Selection and Lock Selection2m 26s
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Selecting in window and crossing modes1m 51s
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Specifying display units4m 43s
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Specifying system units4m 41s
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Defining the home grid4m 38s
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Saving a maxstart.max template scene3m 10s
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Creating an image plane9m 50s
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Duplicating objects with Array8m 8s
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Collecting objects in groups3m 4s
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Managing display layers6m 26s
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Merging scenes3m 32s
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Referencing scenes with XRef objects6m 32s
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Creating shapes6m 25s
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Creating a loft compound object6m 49s
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Creating a freehand spline3m 44s
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Editing control vertex types3m 45s
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Editing Bezier splines7m 49s
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Rendering shapes3m 33s
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Setting shape detail with Interpolation4m 59s
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Revolving a surface with the Lathe modifier7m 23s
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Extruding with the Sweep modifier5m 37s
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Importing Illustrator paths to 3ds Max7m 19s
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Adding a Bevel modifier9m 57s
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Creating a TextPlus primitive10m 14s
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Modeling walls with the Extrude modifier8m 6s
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Preparing Boolean operands6m 6s
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Adding edges with Quickslice4m 30s
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Cutting with Boolean subtraction2m 29s
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Creating doors6m 39s
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Using the Modeling ribbon5m 56s
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Creating polygons3m 27s
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Transforming sub-objects5m 35s
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Use the caddy to set options for an inset polygon6m 1s
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Cloning sub-objects with Detach3m 26s
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Branching with Editable Poly Extrude3m 21s
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Simplifying geometry with Remove2m 47s
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Extruding a planar surface to a closed volume4m 44s
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Detailing with Editable Poly Chamfer4m 5s
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Reflecting objects with Mirror6m 11s
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Welding vertices4m 47s
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Refining geometry with SwiftLoop3m 31s
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Constraining sub-object transforms4m 27s
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Previewing renders with ActiveShade4m 3s
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Assigning a diffuse material2m 52s
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Creating photometric lights2m 39s
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Adjusting light intensity and color3m 44s
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Adjusting the Camera Exposure Control4m 46s
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Adjusting light shape5m 59s
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Adjusting light distribution3m 16s
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Controlling spotlight parameters3m 23s
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Creating a sun and sky7m 8s
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Illuminating a scene with the environment4m 1s
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Using the Light Explorer3m 26s
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Setting up Time Configuration6m 18s
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Creating keyframes in Auto Key mode3m 47s
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Creating keyframes in Set Key mode3m 9s
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Editing keyframes in the Timeline4m 13s
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Editing keyframes in the Dope Sheet5m 49s
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Editing function curves in the Curve Editor9m 35s
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Editing a trajectory with a motion path5m 56s
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