Going Against the Let's-Go-3D Hype
Everybody's doing it.
Designers and artists are all creating images and objects in 3D in all shapes and sizes. Nevertheless, despite its popularity, 3ds max 6 has provided the means to unfold geometrical objects and match what you would see in the "Unwrap UVW" edit window. Unlike its predecessor, 3ds max 6 gives you access to the "channel info" tool that allows you to copy the mapping channel info to the mesh channel.
This is something, people have been making a comment about, these tips and techniques help if you work with 3ds max imaging.
Here's how you can do it. (Below are tips and techniques provided in http://www.discreet.com/.)
Step 1: Open or reset 3ds max 6.
Step 2: Create a sphere or any other simple geometrical object. Just remember that certain geometry does not provide the best results. An example of this is the Torus Knot which folds back on itself. You could edit the object manually in the "Unwrap UVW" edit window.
Step 3: Apply an Unwrap UVW modifier.
Step 4: From the Parameters rollout, select the Edit button.
Step 5: Go to Mapping Menu > Unfold Mapping.
Step 6: Select "Walk to closest face".
Step 7: Uncheck "normalize clusters" and then click OK. You may need to click "Zoom Extents" so you could view the results. Please take note that you need to uncheck so that the final result may be scaled correctly.
To edit Unwrap UVW-
Step 8: Go to the Utilities panel.
Step 9: Click on More.
Step 10: Select Channel info and then OK.
Step 11: Locate the Channel Info button located below in the Parameters rollout. Then click it to open the Map Channel Info window.
Map Channel Info-
Step 12: From the ID column, select the ID "1:map" row.
Step 13: Click Copy.
Step 14: Select the ID column, select the "mesh" row, then click on Paste.
Step15: Confirm the default Channel Name "-none-".
Step 16: Close the "Map Channel Info" dialog.
Step 17: Again, select "Zoom Extents All" to view the final result.
The final outcome would look like an unfolded version of the 3D sphere.
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