8

Unwrap UVW Modifier 877
when you open the editor, the radius of the sphere’s
mapping coordinates is 25 units. As a result, the
texturemapistiledontothespheresurfacemany
times. With Normalize Map on, both the sphere
and the map fit into the 0-1 coordinate space, so
they’re the same size.
In general, for best results, leave Normalize Map
on. One reason to turn it off would be to turn it off
is if you want to map several elements of different
proportions with a texture of a specific aspect
ratio, such as brick, keeping the texture the same
size on each object.
[Pelt contro ls]
These tools, which give you different ways of
specifying pelt seams, are available at al l sub-object
levels of the modifier.
Edit Seams—Lets you specify a pelt seam by
selecting edges with the m ouse in the viewports.
This process is simi lar but not identical to standard
edge select ion:
Click an edge to add it to the current selection.
•ALT+clickanedgetoremoveitfromthe
current select ion.
•Dragtoselectaregion.
Point To Point S ea m—Lets you specify pelt seams by
selecting vertices with the mouse in the viewports.
Pelt seams specified with this tool are a lways added
to the current seam selection.
In this mode, after you click a vertex, a
rubber-band line extends from the vertex you
clicked to the mouse cursor. Click a different
vertex to create a pelt seam, and then continue
clicking vert ices to create a seam from each vertex
to the previous one. To start at a different point in
this mode, right-click, and then click a different
vertex. To stop drawing seams, click t he button
again to turn it off.
Note: While Point To Point Seam is ac tive, you
can pan, rotate, and zoom t he v iewport at any
time using contextual controls (middle-button
drag, ALT+middle-button drag, turn mouse
wheel, respectively) to access a different part of
the mesh surface. After doing so, the software
still remembers the last vertex you clicked and
draws an accurate seam at the next click. Similarly,
you can adjust the viewport using the
viewport
control buttons (page 3–778)
and then return to
selecting the seam. If the control requires more
than a single click, such as Pan, exiting the control
by right-clicking in the viewport restores the
rubber-band line, extending from the last vertex
you clicked.
Tip: The algorithm Po int To Point Seam uses to
calculate a path might create a different seam
than what you have in mind. If this happens,
undo (CTRL+Z) and specify the desired p ath by
plotting points closer together.
Edge S el To Pel t S eams—Converts the current edge
selection to pelt seams. These seams are added to
any existing seams.
Ex p(and ) Face Sel to Pelt S ea ms—Expands the
current face selection to meet the p elt seam
border(s). If multiple seam outlines contain
selected faces, the expansion ta kes place only for
the last-selected face; all others are deselected.
Edit Pelt Map—Opens the Edit UVWs dialog in a
special Pelt mode, with the
Pelt Map Parameters
dialog (page 1–891)
active. This command also
initializes the mapping coordinates according to
the pelt seams. Available only when
Pelt mapping
mode
is active.