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42. UV Maps - DeepUV v1.2
 
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DEEPUV, UV MAPPING

For over 2000 years people have been trying to flatten 3D objects. One needs to flatten a globe onto a map so it will fit on a piece of paper.

The question, "How do you flatten the globe with the least amount of distortion of the continents?" is extremely similar to the question "How do you flatten a dinosaur so you can paint on him with the least distortion?"


MAP PROJECTIONS

Lets review some Geography history.

Quite quickly, mapographers learned it was impossible to accurately represent the spherical globe on a 2D surface.

If you peeled an orange, then tried flattening the peel, it would randomly crack.

To show the difficulty of projecting something as simple as a sphere onto a 2D surface, more than 150 different map projection methods have been developed over the years.

One obvious problem with mapping a sphere onto a plane is that you only get half the sphere.


PLANAR MAPPING

Planar mapping is when you take a flat plane, place it over an object, then project the entire surface of the object, no matter how intricate the surface, onto the flat plane.

The 'Breusing Geometric' projection map of the Earth is similar to a planar projection.


In reality, the Breusing map has been modified from being just a planar projection. For example, South America would be much more distorted than appears in the Breusing projection.

So, there are two problemsm with doing a planar map of a sphere... Things greatly distort as you reach the edges, and you can only map half of the object.

Look at how Europe has been distorted in this 'General Vertical Perspective' map of Africa.


So, the ideal place you use planar projections is when the surface that you're texturing is flat, like a book or a cereal box.


CYLINDRICAL MAPPING

Cylindrical mapping is when you take a cylinder, place it over an object, then project the entire surface, no matter how intricate the surface, onto the cylinder.

Over the years at least 14 different methods of producing a cylindrical projection of the Earth have been developed. The most well-known is the 'Mercator' projection, designed by the Flemish Cartographer, Gerhardus Mercator.


Each method of projecting the continents onto a flat surface have their problems. In the Mercator projection, for example, the tiny continent of Antarctica looks three times bigger than the entire Soviet Union.

Thus, the problem with using cylindrical mapping techniques on a spherical surface are, the 'poles' will be greatly distorted.

The best place to use cylindrical projection is for a tire's tread or an arm.


MODIFIED MAPPING METHODS

Over time, it was found that instead of forcing one method upon the problem of displaying the continents, it was best to pick-and-choose areas of the world to project in different ways at once.

The 'Boggs Eumorphic' projection map was a clever map which not only preserved the relative shapes and sizes of each continent, it preserved the latitude and longitude lines as well.


Antartica is no longer bigger than the Soviet Union, Canada is not stretched three times its normal size, and Greenland no longer intimidates the United States.

This is also the best technique to use when doing UV Maps of 3D objects. You have to decide which are the more important surfaces of your object to keep together as one relatively flat plane.


DeepUV, DEEPUV

DeepUV, a program developed by Right Hemisphere, can greatly help when creating UV Maps for LightWave, Maya or 3D Studio Max.


What follows is a recap of all keyboard shortcuts, and functions in DeepUV. The next tutorial will cover the practical application with DeepUV, allowing you to import a LightWave object, then paint it with Deep Paint 3D.


DeepUV, DEEPUV KEYBOARD SHORTCUTS

Keyboard Shortcuts:

TAB   Show/Hide Tool Windows

Menu Keyboard Shortcuts:
File Menu:

CTRL-o   Open
CTRL-s   Save
CTRL-SHIFT-A   Save As...


Edit Menu:

CTRL-x   Cut
CTRL-c   Copy
CTRL-v   Paste

CTRL-t   Free Transform


Select Menu:

CTRL-a   Select All
CTRL-d   Deselect
CTRL-SHIFT-I   Invert Selection


Window Menu:

CTRL-TAB   Next
CTRL-SHIFT-TAB   Previous


Help Menu:

F1   Help Contents
Tool Keyboard Shortcuts:
m   Rectangular Selection Tool
     (Marquee Tool)

l   Lasso Selection Tool

h   Pan Tool (Hand Tool)

v   Move Tool

w   Polygon Wand Selection Tool

SHIFT-H   Hide Selected Tool

See 'Pan Tool' in the 'Tools Palette' section.

Right-Mouse-Click 'Context' Menu:

View:
SHIFT-R   Right
SHIFT-L   Left

SHIFT-T   Top
SHIFT-U   Underneath

SHIFT-F   Front
SHIFT-B   Back

Wireframe Keyboard Shortcut:

SHIFT-W   Show/Hide Wireframe
Menu's Root Keyboard Shortcuts:
SHIFT-S   Show/Hide Solid

Menu Bar Keyboard Shortcuts:
SHIFT-P   Point Selection Mode
SHIFT-O   Polygon Selection Mode
SHIFT-C   Component Selection Mode
SHIFT-E   Element Selection Mode
Mapping Keyboard Shortcuts:
ESC   Escape Transform Tool
SPACE   Pan while other tool is selected.

While Dragging Corner with Transform Tool:
SHIFT   Constrain Aspect Ratio
CTRL   Move Only Current Point
ALT   Mirror-Move Opposite Corner

With Selection Tools:
SHIFT + Left Button Down  Add to Selection
ALT _ Left Button Down  Subtract From Selection

Mouse While Navigating:
Right Button Down  Zoom
Left + Right Button Down  Pan
Middle Button Down  Pan
Mouse Wheel  Zoom

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DeepUV, CANVAS AREA

DeepUV calls the Layout area where the single or multiple views go, the 'Canvas'.


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DeepUV, MAIN TOOLBAR

Open
Same as selecting 'Open' from the File Menu or pressing CTRL-o.

Save
Same as selecting 'Save' from the File Menu or pressing CTRL-s.

Undo
Same as selecting 'Undo' from the Edit Menu.

Redo
Same as selecting 'Redo' from the Edit Menu.

Point Selection Mode
Selects vertices in the indicated region.
Polygon Selection Mode
Selects vertices attached to polygons in the region and all vertices that share a polygon with those vertices are selected.
Component Selection Mode
Connected pieces of geometry
Element Selection Mode
Select the entire object, a piece of named geometry.
These Four checkmarks and Four Buttons are Available When Any of the Four Map Tools are Selected ( Rectangular, Lasso, Wand or Selection Tool ).


Back Faces Checkmark


Cross Seams Checkmark


Feather Percentage
When you have any of the four selection buttons chosen, this slider lets you set how wide the feather area is around the edge of the polygons.

The feather area is displayed in a bright yellow-green color.


Resize Percentage
This is a powerful slider. After you have selected polygons or vertices with any of the four Map Tools, sliding this slider to the right will expand the area of selected polygons by the percent you select, sliding it to the left will contract the area of selected polygons.

I enter 'Polygon Selection Mode' by pressing:


I choose the 'Polygon Wand Selection Tool' tool from the 'Tools Palette'.

I ensure that both the feather slider and the resize slider are at zero percent.

I check that 'Surface Distance' is chosen.


I select one polygon by clicking with the left mouse button on a polygon in the middle of Deinon's thigh.


An interesting thing to notice here is the 'Polygon Wand Selection Tool' only selects polygons on 'this side' of the body, as opposed to the Lasso or Rectangle selection tools, which both select polygons on the 'other side' of the body, as well.

I click the up-arrow of the 'Resize' slider three times until it reads 3% (click the down-arrow to reduce the percentage).


The selected area of polygons has grown approximately three polygons in every direction.


For experiment's sake, I chose 'Angle'.


The affected area of polygons has shrunk a little from when 'Surface Distance' was chosen.


Next, I chose 'Max Angle'.


I'm going to see if I can get the polygons to stop at the upper-edge of his thigh where it meets his body. I move the tiny up-arrow at the bottom of the 'Resize' slider and pull it to the right until it reads 50%.


With any of the other modes chosen, 50% would easily have selected the whole object, but with 'Max Angle', the polygon expansion is much restricted.

As I increase the 'Resize' slider, it will expand faster where polygons are flatter, and will be restricted in movement when a steeper angle is reached.

I select the 'Rotate' Tool and turn the body to see the back of his thigh.

I zoom out by rolling the mouse wheel toward me.


The selected area has crept across the center seam of his body, so I press SHIFT-t to view Deinon from the top.


I select the 'Rectangle Selection Tool' Tool.

I hold the ALT key down, to subtract polygons, and drag out a box which constrains the polygons I wish to deselect.


Those polygons become deselected.


In the same manner, I could use the Wand tool to select (SHIFT key held down) or deselect (ALT key held down) whichever polygons I wish to add or subtract to the selection.


Surface Distance


Angle


Max Angle


3D Distance

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DeepUV, TOOLS PALETTE


If you can't see the Tools palette, choose 'Palette->Tools'.

Tools:

Rectangular Selection Tool
The instant I select the 'Rectangular Selection Tool', 8 new icons appear in the Menu Bar: the 'Back Faces Checkmark', the 'Cross Seams Checkmark', the 'Feather' Slider, the 'Resize' Slider, the 'Surface Distance' Button, the 'Angle' Button, the 'Max Angle' button and the '3D Distance' Button.

Lasso Selection Tool
The 'Lasso Selection Tool' selects groups of polygons, selecting them relative to how many polygons you draw a circle around.

The instant I select the 'Lasso Selection Tool', 8 new icons appear in the Menu Bar: the 'Back Faces Checkmark', the 'Cross Seams Checkmark', the 'Feather' Slider, the 'Resize' Slider, the 'Surface Distance' Button, the 'Angle' Button, the 'Max Angle' button and the '3D Distance' Button.

First, you need to choose either the 'Point Selection Mode' or the 'Polygon Selection Mode' as those buttons are what determine whether polygons or vertice points will be selected.

I select the 'Polygon Selection Mode', then select the 'Lasso Selection Tool'. In any view which displays my object's mesh polygons, I hold the right mouse button down, drawing a circle around the polygons I wish to select.


Selected polygons turn from blue to red.


To add polygons to currently selected polygons, I hold down the SHIFT key while I draw a circle around the polgyons I wish to add with the left mouse button.


The newly selected polygons are added to the selection.


To subtract polygons from currentlly selected polygons, hold down the ALT key while you draw a circle around the polygons you wish to deselect.


The newly selected polygons will be subtracted from the selection.


One annoying thing about the lasso tool is, even if you have 'Shade' turned on, any polygons that are unseen 'behind' the object will also be selected.

To illustrate this point, I press CTRL-d to deselect all polygons, then use the lasso Tool to select some polygons on Deinonychus' chest.


I select the 'Rotate' Tool and hold down the left mouse button, moving it to the left to rotate the object so I can see Deinonychus' back.

I press the SPACE bar to access the 'Pan' tool (the cursor will turn into a hand) and center his back in the viewport.

When I release the SPACE bar, the Rotate tool is still selected, so I hold the right mouse button, moving the mouse down to zoom out.

You can see that back polygons have been selected. The 'Lasso Selection Tool' selects polygons through the object (which is annoying).


To deselect all selected polygons, press CTRL-d and all of the red will disappear, indicating that there are now no selected polygons.

Pan Tool
This is the typical hand tool as you might find in any windows program. With the left mouse button held down, drag the mouse left or right to pan, or move the mouse up or down to move the view up or down.

There's another way you can access the pan tool besides clicking this tool, though. An even handier method is to press the SPACE bar. If you do that, you won't lose the current tool, but will still be able to move the view left, right, up or down.

You can not only use the left mouse button to pan, but can also zoom while you've got this tool selected.

To zoom, hold down the right mouse button, move the mouse up to Zoom in. Move the mouse down to Zoom Out.

You can also zoom by using your mouse's scroll wheel.

This is useful, seeing that the actual zoom tool doesn't respond when you press the keyboard shortcut 'z' as they say it should. Although the manual states that 'z' should switch to the Zoom tool, it doesn't work on my computer.

Move Tool

The 'Move Tool' isn't used to select polygons or vertice points, it's used in the 'Material View' (also called '3D Map View' in the documentation).

Therefore, you can't do anything with this tool in a view other than the 'Material View'.

The only exception to this is, while pointing to a view other than the 'Material View', you can still use your mouse's scroll wheel to zoom that view (this also works in a Material Viewport); but you can't use the right mouse button to zoom and you can't hold both buttons to pan.

Polygon Wand Selection Tool
Although this is called the 'Polygon Wand Selection Tool', it actually only selects polygons if the 'Polygon Selection Mode' button is chosen.

It can also select 'Vertice Points' if 'Point Selection Mode' is chosen.

I choose the tool by selecting the tool by clicking on it with either the left or right mouse button (either button chooses it) or by pressing the 'w' key.

The instant I select the 'Polygon Wand Selection Tool', 8 new icons appear in the Menu Bar: the 'Back Faces Checkmark', the 'Cross Seams Checkmark', the 'Feather' Slider, the 'Resize' Slider, the 'Surface Distance' Button, the 'Angle' Button, the 'Max Angle' button and the '3D Distance' Button.

Selection Tool

The instant I select the 'Selection Tool', 8 new icons appear in the Menu Bar: the 'Back Faces Checkmark', the 'Cross Seams Checkmark', the 'Feather' Slider, the 'Resize' Slider, the 'Surface Distance' Button, the 'Angle' Button, the 'Max Angle' button and the '3D Distance' Button.

Zoom Tool
If you choose this tool, hold down the left mouse button, and move up or to the right - the view zooms in.

If you choose this tool, hold down the left mouse button, and move down or to the left - the view zooms out.

Holding the right mouse button while moving the mouse does the same thing.

While the 'Zoom Tool is chosen, you can, also, Pan left, right, up, or down by holding both the left and right mouse buttons at the same time... then move the mouse.

You also can choose to use the mouse's scroll wheel to zoom in and out.

If you have currently chosen the 'Rotate' or 'Pan' Tools, the right mouse button can be used to zoom in and out in the same way without having to exit those tools.

Rotate Tool
You can use the Rotate Tool to rotate the object.

Just as with the Pan Tool, you can not only use the left mouse button to rotate the object, but you can also zoom while you've got this tool selected.

And, just as with the 'Zoom Tool', you can pan to the left and right by holding both the left and right mouse buttons at the same time, then moving the mouse.

You can zoom while you've got the 'Rotate Tool' chosen by holding the right mouse button. Move the mouse up to Zoom in. Move the mouse down to Zoom Out.

... or, you can also zoom by rolling your mouse's scroll wheel while you've got the 'Rotate Tool' chosen.

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DeepUV, MENUS

DeepUV's menus work the same way any normal Window Menu works.

File Menu:

Open
Scene Files
Wavefront OBJ File (*.obj)
RH3 Scene File (*.rh3)
3D Studio Mesh (*.3ds)
LightWave Object (*.lwo, *lw)
Softimage dotXSI Scene (*.xsi)
All Files (*.*)
Close
Closes current object or scene file.
Save
Normal Windows 'Save'.
Save As...
Wavefront OBJ File (*.obj)
RH3 Scene File (*.rh3)
3D Studio Mesh (*.3ds)
LightWave Object (*.lwo, *lw)
Softimage dotXSI Scene (*.xsi)
All Files (*.*)
Export
Paint with Deep Paint 3D
Send UV Update
Send Texture Update
( Any Export Plug-in that is installed )
Recent Files
Lists the last objects or scenes you opened so you can select them again.
Preferences
RENDERING TAB
Preferred 3D Renderer
Automatic
Software
OpenGL
Preferred 2D Renderer
Automatic
Software
OpenGL
Compatibility
Restart required after change. Options increase performance when active and increase compatibility when inactive.

Share GL Resources
GL Model Caching
SELECTION DISPLAY TAB
Selected Opacity Percentage
Unselected Opacity Percentage
Edit Menu:

Undo
Redo
Free Transform
Used to scale, rotate, move, stretch or skew UVs.

You, first, need to select your UVs.

Activate the transform Tool by selecting this menu item, or by pressing CTRL-t.

Holding the left mouse button and dragging while mouse is inside the rectangle moves selected UVs.

Holding the left mouse and dragging while slightly outside the tranform rectangle rotates the UVs (the cursor will indicate 'Rotate Mode' when you're in the right area).

The transform rectangle rotates around its axis point. The Axis point can be moved by dragging it.

The corner handles are used to resize the transform rectangle.

The four side handles move the side they are on, back and forth. You can do the same thing by clicking on the edge, itself, and moving it.

Hold down the ALT key while you drag an edge, and it will move the opposite edge in the opposite direction.

Hold the mouse down while pointing to any of the four corner handles, then drag to resize the tranform rectangle.

Hold down the ALT key while you drag a corner, and it will move the opposite corner in the opposite direction.

If SHIFT is held down while you drag a corner, the new size will be constrained to the original aspect ratio.

Press ENTER to finalize UV Map 'Free Transform'.
Transform
Rotate 180
Rotate selected UVs 180 degrees.
Rotate 90 CW
Rotate selected UVs 90 degrees, clockwise.
Rotate 90 CCW
Rotate selected UVs 90 degrees, counter-clockwise.
Rotate 45 CW
Rotate selected UVs 45 degrees, clockwise.
Rotate 45 CCW

Rotate selected UVs 90 degrees, counter-clockwise.
Flip Horizontal
Flip selected UVs horizontally.
Flip Vertical

Flip selected UVs vertically.
Scale by 33%
Size selected UVs so they are 1/3 their original size.
Scale by 50%
Size selected UVs so they are 1/2 their original size.
Scale by 75%
Size selected UVs so they are 3/4 their original size.
Scale by 125%
Size selected UVs so they are 25% bigger than their original size.
Scale by 150%
Size selected UVs so they are 50% bigger than their original size.
Scale by 200%
Size selected UVs so they are twice as big as their original size.
Select Menu:

All
Deselect
Invert

Reduce Selection to Seams
Reduce Selection to Non-seams
Palette Menu:

Tools

If the Tools Menu isn't visible, choose this.

Layout

Select from the different layouts. When you click a layout, it will fill the canvas area.

Here is where programmers oftentimes irk me... "Which views appear in each viewport when I select each one?", you might ask.

Except for two exceptions, every pane will be the 'Perspective' view.

The two exceptions are the dual-view in the first column, second row. That one, the left view is 'Material' view and the right view is perspective view.

The only other exception is the quad-view in the top-right. In that case, the upper-left view is 'Top', the upper-right view is 'Right' (boy, actually makes sense), the bottom-left view is 'Front' and the bottom-right view is also 'Front'.

So, even for the two that they automatically set up for us, why two front views?

So, after you choose a view layout, you'll have to select each view and press SHIFT-T for Top, SHIFT-U for Underneath, etc.

You set a viewport to 'Material' view (also sometimes called '3D Map View' in the documentation) by right-clicking the viewport and choosing a material name from the 'Materials' list.

Window Menu:

Cascade

This arranges each layout window so that the title bars are staggered in a stairstep fashion. This allows you to bring any of the windows to the front, easily.

Tile Vertically

For those with a monitor the size of a wall, this will cramp all of your windows together onto one screen, arranged from top to bottom.

If you do have a huge monitor, it's a way that you could have eight viewtypes such as Front, Back, Left, Right, Top, Underneath, Perspective, and Material views all at once.

You'd select quad-view in your current window, do 'New Window', choose quad-view for that one as well, then select the view type for each viewpane, then tile the windows.

Tile Horizontally


This shoves all your windows together onto one screen, arranged from left to right.

Neither of the tiling methods do a 'Zoom Extent' on each view, so your object may disappear from some of the views. Just right-click in those windows and choose 'Zoom Extent'.

Next
Brings the next window to the front.
Previous

Brings the previous window to the front.
Close
Close the currently active window.
New Window
'New Window' allows you to have multiple sets of layouts.

You create a 'New Window', set a layout type by using the 'Palette->Layout' requester, then flip between the layouts by pressing CTRL-TAB to go forward or CTRL-SHIFT-TAB to go backward through the layout windows.

Help Menu:

Help Contents
Support

Register DeepUV

Right Hemisphere Home Page
About DeepUV
Right-Mouse-Click 'Context' Menu Keyboard Shortcuts:

Zoom Extent
Fills the view with the object.
If you've lost your object and can't find it in the view, choose this.

It fits the whole image, not the current selection, into the view. In perspective view, the resulting image tends to not fill the viewport, but be zoomed back too far.

In 'Material' view, it shows just the upper-left corner of the material map.

Zoom Selection
Fills the view with the current selection.
Does an excellent job with all view types.

Zoom Bitmap

Zooms the UV view to look at the texture.
View
Top
This allows you to view the top of the object.
Front
Left
This allows you to view the object's left side.
Underneath
This allows you to view the bottom of the object.
Back
This allows you to view the object's back side. As I've described before, with LightWave, the back of the object will actually be the front of the object.
Right

This allows you to view the object's right side.
Perspective
'Perspective Viewtype' uses perspective to give the illusion of depth. Parallel lines converge so as to give the illusion of depth and distance.
Orthographic
'Orthographic Viewtype' is almost the same as 'Perspective View type', but instead of using perspective to give the illusion of depth, the projection onto the drawing surface projects lines which are perpendicular to the drawing surface.
Materials
Choose Object's Surface Name
Wireframe
Show/Hide Wireframe

Standard
Selection
Material Override
Use one of the default materials, set in the 'Lighting' tab of the command panel, instead of the model's materials.
Texture Smoothing
Chose whether to draw textures using nearest-neighbor (blocky) or bilinear (smooth) interpolation.
Superimpose Selection
When it's chosen, selections will be a translucent red on each face.
UV Statistics

When it's chosen, the polygon count and UV usage will appear at the top of the viewport. In the 3D view, it displays the average UV efficiency of all materials the model uses; in UV view, it displays average UV efficiency of just the current material.
Channels

Says 'No Channels' if there are none.
3D View: Diffuse/Specular/Bump/Opacity - Uncheck that item to draw the model without that channel.

2D View: Diffuse/Specular Color/Bump - Check to display that channel.

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DeepUV, COMMAND PANEL

MAPPING TAB


Global Mapping Operations:

Automatic Mapping
Automatically will map the whole model. If you select just a section of the model, that section will be highlit in the material window.

Preserve Bitmap
Allows you to move your original bitmap texture data from the old UV coordinates to the new ones you've set in DeepUV. This is particularly useful to preserve any painting or texturing you've done in another application, transferring it over to DeepUV.

Unwrapping:

Automatic

Box
The best to use when you're object is man-made, such as with automobiles, motorcycles, etc.
VAMP
Groups of polygons will be assigned planar maps. The level of angular distortion can be set by setting the number of degrees. The value must range between zero (less distortion, but more seams) and 180 (more distortion, but less seams)
Face
Applies a planar map to every polygon face, leading to zero distortion, but maximum number of seams.
Unfold
Tries unfolding the selected geometry so it is all one piece when it's done. This works best when the geometry pieces are small. You use this if the geometry can't be mapped using other tools. If VAMP generated too many sections, and interactive mapping didn't fit the geometry, then use 'Unfold'.
Planar 1
Planar map is automatically generated which is designed to minimize distortion.
Planar 2
Similar to Planar 1
Interactive

Mapping Tool
Mapping Type
Plane
Sphere
Cylinder
Polar
Centering

Model
Selection
Align Axis

+X
-X
+Y
-Y
+Z
-Z
Align Seam

+X
-X
+Y
-Y
+Z
-Z
Position

X
Y
Z
Angle

X
Y
Z
Reset
Tools:

Relax
This might be the most powerful aspect of DeepUV.

No points on a UV Map should overlap each other. They should all be flattened out. In fact, that's the purpose of DeepUV, to flatten out every part of an object's polygons.

Relax, combined with 'Advanced Relax', allow you to untangle overlapped UV polygons.

Advanced Relax
UV Knead - Even
UV Knead - Aligned
UV Knead - Hybrid
Relax
Area Greed
Join
Cut
Lift
Grid Snap:

Snap to Grid
# Texels
0.5
1
8
16
32
Selection to Grid
Packing:

Pack Selection
Pack All
Type
L-Packer (Fast)
Rectangle (Medium)
Organic (Slow)
Options
Equal Areas
Preserve Orientation
Space Filling
Spacing Percentage

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OBJECTS TAB


Object #0

Object #1

etc.

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MATERIALS TAB


Material Options

Merge Selected
Assign to Polygons
Save Material
Material List

Object #0

LightWave Surface Names for First Layer
Object #1

LightWave Surface Name for 2nd Layer

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SCENE TAB


Lighting

Light Direction
Light Levels
Ambient Percentage
Diffuse Percentage
Specular Percentage
View Settings

This is where you over-ride whatever textures you currently have applied to your object.

The best way to check if there's any distortion in UV Maps is to use a material with a small checkerboard texture.

After applying a checkerboard patter, if you see patterns appearing on the surface which aren't a checkboard, the model's mapping is distorted.

If this occurs, use the relax tool to help you work out the distortion, or move points individually to unwrap overlapped vertice points.

Watch the size of the squares. If the arms of your model are covered in small squares, while the body is covered in large ones, then the arms have more of the texture map assigned to them than the body does.

If this occurs, use the transform tool to scale the size of the offending UV until all squares match each other and flow in continuous lines (the best they can).

As you adjust the size of the UVs with the transform tool, watch the perspective view. The checkboard pattern will readjust itself as you size the UV.

Material Override
Black
Gray
White
Small Gray Tile
Large Gray Tile
Checkerboard
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