From the course: 3ds Max 2018: Mastering UVW Mapping

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Using the projection options

Using the projection options

- [Instructor] The option that we want to take a look at next in our blended box map, has been designed to help keep our textures looking as intended, by removing distortion or stretching caused by the box mapping's default behavior. With our test map piped into our three projection slots, if we take a render you will notice that the test map has indeed been stretched. This is because by default the blended box mapping will fit its dimensions to the object it is applied to. So if our object is taller than it is wider, so will be our UV projections. This is what is causing the stretching we see here. So how do we fix it? Well, let's put a check in this Cubic option, which will, as the name suggests, force the projections to be cubic, so that no stretching can occur when using square, or power of two, texture maps. Once a check has been put in this option then, we have three modes from which we can choose. We can pick an object that the projection boxes will match in terms of size. We…

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