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

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Working in world space

Working in world space

- [Instructor] When it comes to applying textures to geometry in our scenes, there are probably dozens, if not hundreds, of usage scenarios in place today each of them requiring a particular workflow and approach in order to be successful. When UVW mapping for instance, there are some very distinct differences between making use of maps in static or still renders as compared to animated sequences. Further to that, there are also distinct differences between the options that can be used when transforming as compared to deforming meshes in animations all of which we need to understand and so we will take a look at over the course of this chapter. In the version of the test scene that we are working with here, if I just open up the Material Editor you can see that our robot geometry has had a procedural noise map applied as a diffuse texture which is indeed a valid way to create a diffuse color map. Oftentimes though, artists will use procedural maps such as this as a way to add break up…

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