8
Unwrap UVW Modifier 873
5.
At the bottom of the dialog, click Render UV
Tem p l at e .
This opens a new
rendered frame window
(page 3–5)
containing the rendered template as
abitmap.Inspecttheoutput,andifchanges
are necessary, make them on the Render UVs
dialog and re-render.
6. When you’re satisfied with the results,
click Save Bitmap on the rendered frame
window toolbar, and then use the file dialog to
specify the file type and name. Click S ave to
export the file.
If you want to use the rendered transparency
informationinthepaintprogram,besure
to save in a format that supports the alpha
channel, such as TIF or Targa.
7. Opentheexportedimageinapaintprogram
andusetherenderededgesasaguidefor
painting the texture map. Save t he i mage w hen
done.
Be sure to paint over or erase al l the edges so
they don’ t appear in the final texture.
8. Back in 3ds Max, create a material, set the
Diffus e map to Bitmap, and open the file from
the previous step.
9. Apply the material to your mesh object.
Thepaintedtexturemapfollowstheoutlines
set up by the exported UVs.
Inter face
After applying the modifier, its panel appears,
consisting of the modifier stack plus two rollouts:
Modifier Stack display
Normally, when you apply Unwrap UVW to
an object, the modifier stack provides access to
Ver tex, Edge, and Face sub-object levels. These
are synchronized with the corresponding selection
modes on the
Edit UVWs dialog (page 1–878)
.
The Vertex and Edge sub-object levels are useful
for making UVW vertex and edge selections in the
viewports, where texture mapping on the object
surfaceismorereadilyvisible,andtheEdgelevelis
also useful for setting up edge select ions that you
can later convert to pelt seams.
If you apply Unwrap UVW to an active face
selection of an Editable/Edit Mesh/Poly object,
or to an active patch selection of an Editable/Edit
Patch object, no sub-object levels are available in
the Unwrap UVW modifier. You can use Unw rap
UVW to edit only the selec tion that was active
when you applied the modifier. Changing the
sub-objectselectionintheobjectdoesn’taffectthe
Unwrap modifier contents, because the modifier
obtains the face selection w hen you first apply it.
The Vertex and Edge sub-object levels are
new in 3ds Max 8. All three sub-object levels are
sy nchronized between the modifier stack and the
Selection Modes group (page 1–882)
on the Edit
UVWs dialog. When you activate a sub-object
level in one, it ’s also activated in the other.
Similarly, selecting sub-objects in a viewport
selects them in the editor and vice-versa.