In this lesson, you choose
a brick material to map to the building arch, and specify the Unwrap
UVW modifier as the mapping method. Then you create a spline object
and use it as a guide to the mapping process.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to \scenes\materials_and_mapping\spline_mapping\ and
open splinemap_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
Choose the material and apply the mapping method:
- Maximize the Orthographic
viewport and select the Arch-Door object.
- Open the Slate Material Editor. Locate
the Sample Slots group.
A material called brick-soldier has already
been prepared for the arch object.
- Drag the brick-soldier material
from the Browser Sample
Slots group into the active View. In the Instance (Copy) Material
dialog, make sure Instance is chosen, and then click OK.
- In the active View, make sure the brick-soldier node
is selected, then on the Slate Material Editor toolbar, click (Assign Material To Selection).
Also click to turn on (Show Map In Viewport).
The arch turns a dark
gray. It shows no further detail because no mapping coordinates
have yet been specified for the Arch-Door object.
- Close the Slate Material
Editor.
Assign mapping coordinates (a first approximation):
The common way to assign
mapping coordinates is to use a UVW Map modifier, but if you look
at the various options this modifier has for orienting a map (Planar,
Cylindrical, Spherical, Shrink Wrap, Box, Face, and XYZ To UVW),
you can see that none of them corresponds to the curved shape of
the arch.
- Go to the Modify panel. From the Modifier
List, choose Unwrap UVW.
Unwrap UVW is often used
to map images onto complex objects. Unwrap UVW is better equipped
to handle mapping of complex geometry, because it breaks that geometry
into sections, and applies planar mapping to each section.
- Right-click the arch object in the viewport
and from the quad menu, choose Hide Unselected to isolate the object.
- On the modifier stack, click the plus-sign
icon (+) next to the Unwrap UVW modifier to expand its hierarchy,
then click to go to the Face sub-object level.
At this level, you can
map the brick material onto each selected face of an object.
- In the viewport, select a face on the arch
object.
A yellow gizmo displays,
representing a planar projection of brick material onto the selected
face.
- Select another face on the
arch object.
Notice how the yellow
gizmo resets onto the newly selected face.
On the Map Parameters
rollout, there are a number of controls available that can help
you use Unwrap UVW to map specific types of objects. Some of these
are similar to the UVW Map options. The Cylinder button, for example,
displays controls used to map materials onto cylindrical objects,
such as a human arm or a lamp post. Others have more special purposes:
You can use the Pelt button to map a material onto fabric such as
a pair of trousers, or a curtain.
In this scene, you will
use the Spline option, which is useful for mapping curved objects
with a cylindrical or square cross-section such as a snake, or a
ventilation duct.
Before you use this option,
you will create the spline object itself.
Create the spline shape to use as a map path:
- On the modifier stack, click Face to
exit the Face sub-object level.
The spline you create
needs to be centered in the arch object. You could use the Line
tool or the Rectangle tool to draw the spline, but you would need
to enter the precise arch object coordinate values to do so. A more
convenient alternative is to derive the spline from the existing object
geometry.
- On the stack, click the Editable Poly
entry. Click Yes to dismiss the warning message that 3ds Max Design displays.
- On the Selection rollout, click (Edge) to go to the Edge
sub-object level.
- Click and Ctrl+click to select all the outer
edges of the arch object.
Be sure to leave the
bottom and inside edges unselected.
- On the Edit Edges rollout, click Create
Shape From Selection.
- On the Create Shape dialog Curve Name box, name
the shape Arch-Door-Spline, make sure Shape
Type is set to Smooth, then click OK.
- Click (Edge) again to exit the
Edge sub-object level, then press H to
open the Select From Scene dialog.
- Choose Arch-Door-Spline from
the list to select the newly created spline. Click OK.
- Press F3 to
switch to wireframe mode.
- From the Modifier List, expand the Editable
Spline modifier, then and click Spline.
- On the Geometry rollout, scroll down
so you can see the Outline button, and then click it.
- In the viewport, click the original spline
and drag inward so the outline spline is positioned roughly at the
midpoint between the outer and inner edges of the front face of
the arch.
The outline spline position
does not have to be perfectly centered: You will align it more precisely
in a moment.
- On the modifier stack, click Segment.
- Click and Ctrl+click to select the line segments
at the base of the arch (they connect the original spline to the
outline spline), then press Delete.
- On the modifier stack, click Spline again,
select the outer, original spline, then press Delete.
- On the modifier stack, click Spline again
to exit the Spline sub-object level.
Align the spline with the arch:
- On the main toolbar, choose the Local
coordinate system.
- Make sure the spline is selected, then
on the main toolbar click (Align), and then click
the Arch-Door object.
- In the Align Selection dialog Align Position (Local)
group, turn off X Position and Y Position, turn on Z Position, and
in both the Current Object and Target Object subgroups, choose Center.
Click OK.
The spline is now properly
placed in the center of the Arch-Door object,
ready to be used as a guide to map the brick material.
Apply the spline as a guide for the mapping:
- Press F3 to
return to a shaded view.
- Select the Arch-Door object.
- On the modifier stack, in the Unwrap
UVW modifier hierarchy, click Face to go to the Face sub-object
level.
- On the Selection Parameters rollout,
turn off Ignore Backfacing.
If you leave Ignore Backfacing
turned on, only the polygons facing you in the viewport will be
included in a selection. Polygons hidden on the other side of the
model will remain unselected.
- Starting just above the base column to
the left, click and drag diagonally upward across the arch object
to region-select all the faces except for those on the underside
of each column base.
- On the Modify panel, scroll down to the
Map Parameters rollout and click Spline.
- On the Spline Map Parameters dialog,
click Pick Spline.
For now, leave the Spline
Map Parameters dialog open.
- Press H and
on the Pick Object dialog, choose Arch-Door-Spline from
the list, then click Pick.
The arch object is enveloped
by a cage gizmo, which shows the outline and cross sections of the
mapping.
Now you need to correct
the base of the cage gizmo, which is too narrow for the arch geometry.
Adjust the mapping gizmo:
- Orbit the viewport until
you can see the two unselected faces at the base of the arch.
- On the main toolbar, click (Select And Uniform Scale),
For each base of the arch, click to select the base of the gizmo,
then drag the Scale gizmo along its Y axis until the cage is at
least as wide as each face at the base of the arch.
You do not need to be
precise at this point: In the next lesson, you will specify the
cage more precisely by using the Unwrap UVW controls.
- On the Spline Map Parameters dialog,
click Commit to accept the changes made to the spline mapping so
far.
Save your work:
- Save the scene as my_arch_spline_mapping.max.