Using Mapping

You can use scanned and painted bitmap images as part of the material. The placement of these bitmaps is controlled by the UVW mapping coordinates. If an object has no UVW mapping coordinates, the texture will not be visible in the viewport. UVW mapping coordinates can be added to an object or sub-object selection through the use of UVW Mapping modifiers.

Change the texture placement

  1. Click the Modify panel.

    The modifier stack shows that a UVW Mapping modifier is already applied to the Generator Housing Left object.

  2. Expand UVW Mapping by clicking the black box with the plus sign. Then select the Gizmo in the modifier stack.

  3. On the main toolbar, click Select And Move, then move the UVW Mapping gizmo in the viewport. Move it down along the Z axis and back along the Y axis so that the crease in the texture lines up with the beveled edge of the base.

    Adjust the UVW Mapping gizmo

Copy and paste the mapping modifier

  1. In the modifier stack, click the UVW Mapping modifier, then right-click.

  2. Choose Copy from the right-click menu.

  3. In the viewport, select the object Generator Housing Right Instance.

    The modifier stack for the Generator Housing Right Instance is now displayed.

  4. In the modifier stack, right-click over Editable Mesh, and choose Paste Instanced.

    The UVW Mapping coordinate is applied to the selected object.

  5. In the Material Editor, with the blasted metal material selected, click Apply.

    UVW Mapping applied to both sides

    The blasted metal material is visible on the entire generator housing now.

    Since you used Paste Instance, if you make a change to either gizmo, both will update.

    Tip: If you try to select an object but you cannot, you probably still have the gizmo sub-object selected. When a sub-object is selected, you can't make another object selection until you turn off sub-object selection. Click UVW Mapping to get out of sub-object level, and then you will be able to select the object you want.

  6. Repeat this process of applying material and pasting mapping for the other housings in the power charger, except use Paste, instead of Paste Instanced.

    Tip: Using Paste will let you adjust mapping coordinates independently for separate objects.

    Mapping and materials on all the housings

Apply mapping coordinates to cylindrical objects

Here you will apply cylindrical UVW mapping to the cylinders in the scene. You'll see how mapping coordinates are applied using the Modifier menu.

  1. Select the Cylinder08 object in the viewport.

    This is the cylinder that connects the no-hole housing to the one hole housing, as shown in the following illustration. If you hold your cursor over the object for a moment, a tooltip with the object name will appear. This way you can see what you are selecting.

  2. Click when you see the name Cylinder08 appear.

  3. From the Modifiers menu, choose UV Coordinates > UVW Map.

  4. On the Modify panel, in the Parameters rollout, change the Mapping value to Cylinder.

    A cylindrical mapping coordinate is applied to the object. If you want to see the mapping gizmo better, right-click the Perspective viewport label and choose Wireframe. Change it back to Smooth+Highlights after you've seen the gizmo.

    Cylindrical mapping gizmo with wireframe shading

Adjust map tiling

You can create some interesting effects by repeating or tiling the texture on the objects.

  1. Create a new material, by clicking New in the Material Editor

  2. Name the new material breadpan.

  3. Click Open New Map file, and then choose breadpan_sq.bmp.

  4. Apply the material to the Cylinder08 object.

  5. On the Modify panel, use the spinners to increase the V Tile value to 10. Watch the viewport as you increase the value with the spinner.

    Textures tiled to create stripes

  6. Repeat the process on the Cylinder01, Cylinder02, and Cylinder07 objects.

    You'll have to paste the mapping and apply the material to each one.

    Power Charger with tiled materials

    Next you will use the Material Navigator to browse and test different textures on the turret and barrel.

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