8

878 Chapter 8: Modifiers
WhentheeditorisopeninPeltmodeyoucanuse
the editor and dialog controls to “stretch out the
mapping coordinates, resulting in coordinates that
are easier to texture map.
Edit UV Ws Dialog
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > U nwrap UVW > Edit button (on
Parameters rollout)
TheheartoftheEditUVWsdialogisawindow
that displays a lattice made up of UVW faces and
UVW vertices. E ach UVW face, which has three or
more vertices, corresponds to a face in the mesh.
The vie w window displays the UVWs in the
2D-image space of the map, superimposed over
a grid. Thicker grid lines show the boundaries
of a texture map as it would appear in image
space; the lower-left corner of the rectangle has
the coordinates (0,0) and the upper-right has
the co ordinates (1,1). Within this window, you
manipulate the UVW coordinates relative to the
map (or mesh) by selecting the lattice vertices,
edges, or faces (collectively known as
sub-objects
),
and t ransforming them.
ThestateoftheEditUVWsdialog,including
buttons and selected options, is stored and recalled
thenexttimeyouopentheEditdialog.
Note: You can edit patch object texture coordinates
as well as mesh co ordinates in the Edit UVWs
dialog. When editing a patch object, you can a lso
edit the vertex handles. In addition, you can edit
the manual interior handles. However, you must
enable the manual interior handles
before
applying
the Unwrap UVW modifier. To do so, at the
Patch sub-object level, select one or more patches,
right-click a selected patch, and then, from the
quad menu > tools 1 quadrant, choose Manual
Interior. The manual interior handles appear in
the editor window as isolated vertices.
Note: Certainmodelingoperationscanleave
unused (is olated) map vert ices t hat show up in the
editor window, but cannot be used for mapping. If
the model is an Editable Poly or Edit Poly object,
you can use the
Remove Unused Map Verts button
at the Vertex sub-object level to automatically
delete these vertices.
Interf ace
Besides the window, the editor interface consists of
a menu bar, a toolbar, a lower toolbar, and, docked
below the main dialog, the
Options panel (page
1–882)
.
Menu bar
The menu bar provides access to a wide range of
Edit UVWs functions. See
Edit UVWs Dialog
Menu Bar (page 1–884)
.
Toolbar
Contains all the controls for manipulating the
texture sub-objects in the view window, navigating
within the wi ndow, and setting other options.