Now that you have a passing familiarity with the Unwrap UVW interfaz, let do some mapping. Before we begin, y always like todo apply a checkerboard texture todo my objects, so that it obvious when Polygons are mapped well. Go into the material editor, select an unused material, expand the maps ut, and click on the button todo the right of Diffuse color, labeled none. In the window that pops up, double-click bitmap, and go find a suitable checkerboard texture (dont have one? Here, use mine.) dont forget todo click the show map in viewport button, and apply the material todo the object. Your object should look something like the image todo the right.
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Close the material editor and go back todo your edit UVWS window (you may have todo click edit again.) note that the object material now shows up as the background in the edit UVWS box - Isnt that handy? If you dont like it, you can always disable it by clicking the show map button at the top of the edit UVWS window. Also note the dark blue box in the grid. That designates the boundaries of your texture map. If you mapping coordinates go outside of it, theyll Wrap around todo the other side - So be careful. (you really dont ned todo worry about that until the end).
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Let take a look at the first automatic UVW mapping method. Click on the mapping menú, then Flatten mapping. Make sure the thre checkboxes are checked, and hit ok. Youll se your object broken up into chunks, almost like pieces of a puzzle. If you printed this out and Cut out all the pieces, you could actually assemble them into a rouge versión of your object - Theyre not perfecto, but theyre pretty close.
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This is a god place todo estop and demonstrate the select element característica. Check the box as sho, then click on any of the chunks in the edit UVWS window. Notice it selects the entire element, not just the face (or Edge or vertex) you clicked on. This is a great característica if you ned todo move whole chunks around.
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But now that youve sen the default settings for Flatten mapping, let experiment a bit more. Go back todo mapping->Flatten mapping, and play with the parameters a bit - Specifically the face angle threshold spinner. A bigger number Will generally result in larger chunks, while a smaller number Will produce smaller, but more numerous chunks (there Will also be less stretching.) i used values of 75 and 25 for these examples. Depending on how youre going todo texture the object, both results have their merits. As for me, im not quite happy yet, so let play with some other mapping methods.
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Go back todo the mapping menú, and click on normal mapping. In the dropdown menú at the top, select box mapping. All of the options are useful, but i use box mapping more often than the others. Hit ok todo se the results. The object has ben broken into six chunks, each mapped from a diferent direction. This has a major advantage over the box mapping option in the normal UVW map modifier - The six views of the object arent all placed on top of each other. But play with the options, try some of the other mapping methods (left/right mapping, perhaps?) and se if you find something you like. If not, well, were going todo have todo do something a Little more complicated.
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