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

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Working with explicit map channels

Working with explicit map channels - 3ds Max Tutorial

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

Working with explicit map channels

- [Narrator] As can often times be the case when working with complex systems in 3ds Max, having apparently solved one nasty UVW mapping problem we find ourselves right back where we started from, because we make the switch from transformation to deformation based animation. Whilst using transform animation we got things to work by switching from world (indistinct) to object (indistinct) as our source mapping option. Now that we are using a modifier that causes deformation however, this option no longer works and as already mentioned, this would still be a problem should we be using bone animation via a skin modifier. Clearly then, we need an alternative option if we are going to be able to deal with this very unhelpful problem. Well, one thing that we could do in our (indistinct) coordinates rollout would be to switch the mapping source again. This time, going from (indistinct) to explicit map channel. Now, in making this switch we would be assuming that we already have mapping…

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