9

Unwrap UVW Modif ier 883
This opens the Render UVs dialog:
3. Set the Width and Height values to the output
resolution you want in the rendered template.
You’ll usually get goo d results by setting the
desired width and then clicking Guess Aspect
Ratio.
Tip: When creating texture maps for gaming and
other real-time 3D engines, be sure to set both
dimensions to powers of 2: 256, 512, 1024, etc.
4. Change the remaining values as needed. By
default,thetemplateisrenderedwiththe
edgesaswhiteandopaque(alpha=1.0),
andbackgroundisemptyandtransparent
(background alpha=0.0), but you have a variety
of choices here, as detailed in Render UVs
Dialog (page 1–914).
5. At the bottom of the dialog, click Render UV
Template.
This opens a new rendered frame window (page
3–5) containing the rendered template as a
bitmap. Inspect the output, and if changes
are necessary, m ake them on the Render UVs
dialog and re-render.
6. When you’re satisfied with the results, click
Save Bitmap on the rendered frame window
toolbar,andthenusethefiledialogtospecify
thefiletypeandname. ClickSavetoexport
the file.
If you want to use the rendered transparency
information in the paint program, be sure
tosaveinaformatthatsupportsthealpha
channel, such as TIF or Targa.
7. Opentheexportedimageinapaintprogram
andusetherenderededgesasaguidefor
painting the texture map. Save the image when
done.
Be sure to paint over or erase all the edges so
they don’t appear in t he final texture.
8. Backin3dsMax,createamaterial,setthe
Diffuse map to Bitmap, and open the file from
the prev ious step.
9. Apply the material to your mesh object.
The painted texture map follows the outlines
set up by t he exported UVs.
Interfa ce
After applying the modifier, its panel appears,
consisting of the modifier stack plus two rollouts: