![]() Now that we’ve got to grips with some basic properties of mapping we need to take things one step further. These quick alignment tools let you quickly adjust the orientation and fit of your mapping. This comes in particularly helpful if you are using the ‘Planar’ mapping type and you want the plane to be specific. Just one other thing to mention before we move onto the more complicated beast that is unwrapping, the UVW Mapping modifier lets you quickly force the alignment of your mapping to a specific direction, either X, Y or Z. The mapping channel enables you to have different mapping for different textures. This is easily done by setting your textures to different map channels and then applying multiple UVW Mapping modifiers to the stack, each set to a different Map Channel and with different mapping properties. If you think about it, you may want your object to have some mapping for your diffuse texture but then different mapping for your bump or displacement maps. Scrolling down a little you’ll find the ability to change the map channel. The UVW Map real-world size ensure they are represented accurately. The checkers here are set to 5cm squares. If you have chosen a real-world size in your texture, then it makes sense to use the tick box ‘Real-World Map Size’ in the UVW Mapping modifier. We’ll cover this more when we look at the material editor. ![]() So for example, if you have a cloth pattern and you know that pattern covers 1m x 2m in the real world and you want it to cover that in your virtual world, then you can set that in the textures properties. You can give a texture a real-world size if you want. We haven’t covered creating textures yet but I’ll give you a brief overview here as it’ll be helpful as we move on. Choose the mapping type that best fits your object. For more complex objects you’ll need to use the more complicated feature called unwrapping but we’ll come to that in a bit. If you’ve got a fairly simple boxy looking object, then you may well get away with the ‘Box’ type. There are also cylindrical and spherical options among others. These include things like ‘Planar’ which only covers 2D mapping coordinates in the U and V coordinate space to something like box, which creates mapping coordinates in a box shape right around the UVW coordinate system. The first part of the ‘Parameters’ rollout is the ‘Mapping’ type. Only the more complex require unwrapping. This modifier is my go-to mapping modifier for most objects I create. Select it in the stack and you’ll notice the modified panel gives you a load of editable parameters. This will add the UVW Mapping modifier to your modifier stack. Type the letters UV and return to add it more quickly. You can find this in the modify panel using the modifier drop-down list. The simplest way to map your textures, assuming your object is simple, is to use the UVW Map Modifier. Oh and finally, when thinking of UVW, just think XYZ in terms of a coordinate system. We’re going to run through a couple of primary ways to carry out this process, hopefully keeping things as simple as possible along the way. This is vitally important for even the simplest objects but it really comes into its own for more complex objects like pieces of furniture. This is where we map the coordinates of the textures onto the object. With your object modeled we now need to bring it to life by applying some materials to it, but before we do that, we have to go through a process called UV mapping. Attention to detail is important to maintain believability. Furniture is a classic example of the types of models that will most of the time need unwrapping.
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