8

870 Chapter 8: Modifiers
faces. You’ll use a single mapping t ype on this
selection.
Within the sing le mo d ifier, you can apply as
many different mappings as you l ike to different
face selections.
3. It is recommended that you name the selection
using the
Named Selection Sets (page 1–85)
function on the main toolbar. This makes it easy
to return to the selection set in the viewports
for subsequent mapping adjustments. For
example, if you’re working on a character mesh,
you could use names such as right arm.
4. On the Map Parameters rollout, click the
appropriate mapping type button (Planar, Box,
etc.) and then adjust the gizmo using any
combination of the t r ansform tools (Move,
Rotate,Scale)intheviewportsandtheAlign
buttons (Align X, etc.) on the Map Parameters
rollout.
Tip: You can often save time by starting with
the Best Align command and then adjusting
manually from there.
After each adjustment of the mapping gizmo,
the texture display in the viewports updates to
reflect t he m apping changes, as do the green
seam lines on the object that show where the
open edges lie (depending on the object shape
and mapping type; the seam lines don’t change
w ith Planar mapping). To cause the viewports
to update in real time, turn on Edit UVWs
dialog >
Constant Update
.
You c an also open the editor (Pa r ameters
rollout > Edit) to view t he changes in the
generated texture coordinates as you adjust the
gizmo.
5. Click the mapping typ e button again to turn it
off and exit mapping for this face selection.
6. Continue making and naming selections and
applying mapping until the entire mesh is
mapped. Use the green seam display lines
as a guide. If you don’t see them, make sure
Parameters rollout > Display Group > Thin
Seam Display or Thick Seam Display is active.
7. Open the
Edit UVWs dialog (page 1–878)
(Parameters rollout > E dit).
By default, the editor displays a checkered
background. To view the map in the material
on the object, you need to change a sett ing.
8. At the right end of the editor upper toolbar,
click the drop-down list that currently reads
CheckerPattern (Checker) and choose the map
that’s applied to the material.
The map appears as the background.
By default, all the UVW clusters display. To
work on one cluster at a time, you need to filter
the UVWs.
9. OntheEditUVWsdialog>lowertoolbar,
click Filter Selected Faces.
At this point, only faces you select in the
view por t will appear in the editor. You can
select them directly, or choose a named
selection set. In the next step, you’ll use the
latter method.
10. On the main toolbar, open the Named Select ion
Sets drop-down list, and choose one of your
named selection s ets .
The viewports show the select ion as active, and
the UVW coordinates for the selection appear
in Edit UVWs window.
11. In the Edit UVWs window, select and
move a UVW vertex.
Intheviewports,thetextureslidesaroundthe
selected portion of the object mesh.
12. Choose a different selection s et and edit its
UVW coordinates.
Again, the viewport display reflects the editing
changes.