INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

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  • Preserve UVs


    Preserve Map Channels is a convenient way of making corrections to your UV coordinates within the viewport, instead of needing to use the Unwrap UVW modifier. When tweaking a model after its texture map has been altered, you can more conveniently make minor changes to the vertices of your model so the texture fits better.

    The Preserve UVs check box (Figure 3.22) is new to Editable Poly and Edit Poly. When this check box is enabled, a vertex or other sub-object will "swim" through the UV coordinates, as if the texture were being held in place while the model is further deformed.

    Figure 3.22. Both A and B objects are copies of the top object. The texture distortion in A is what normally happens when a vertex is moved. There's no texture distortion in B because Preserve Map Channels is applied.

    Save your work prior to using this method! If vertices are moved too far, you can cause damage to the texture coordinates. For example, if a vertex of a four-sided polygon is placed within a triangle shape, further movements will damage the mapping coordinates (Figure 3.23).

    Figure 3.23. In A, the upper-right-corner vertex is moved within a triangle shape. In B, when it is moved back to its original location, the texture becomes unpredictable and unusable.

    If you have several mapping channels on your model, you can pick which ones are preserved with the Preserve Map Channels dialog, accessed by clicking on the Settings button (Figure 3.24).

    Figure 3.24. From the Preserve Map Channels dialog, you can pick which texture channels to be preserved when vertices are moved.


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