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In 3d Max can be simple if you know what modifier to use in a particular mapping situation. Here at Neoscape we receive lots of source images of materials that are going to be used in the construction of a building and its site. We have to accurately interpret these materials from the swatches we receive into the final render. In this tutorial I will walk through common mapping problems, how to solve these problems, and some tips and tricks to help you map correctly.
Navigation of Max Mapping
When an object is selected, you should have five different UVW modifiers in your Modifier List drop down menu in your Modifier Tab. In this Tutorial we are going to concern ourselves with the most commonly used “UVW Map”.

Tiling Maps Problems and Solutions
First we will go over a common Mapping mistakes. Many times in architectural modeling, objects are created from splines being extruded. When you add a map material to this object, it has a different result than adding a map material to an object created from a primitive. You can see that the map is not being projected correctly on the box created from a spline extruded. This can be a common mistake.

This can be solved by adding a simple modifier to your object:
01. Create a spline in the shape of a rectangle and extrude it
02. Make sure this object is selected
03. In you Modifier tab choose “UVW Map” from the Modifier list drop down menu
04. Note that the default projection is ‘Planar’ in the Mapping Parameters (PIC02)

[PIC02]
05. Change the Mapping to ‘Box’ to get the correct mapping coordinates (PIC03)

[PIC03]
The most commonly used mapping projection for architectural models is ‘box’ but you can play with the other parameters to get the result that is desired. Next step is to adjust the size of the map using the Length, Width, Height and the Mapping Gizmo.
01. In the Mapping Parameters adjust your L, W, H to smaller (PIC04) then larger (PIC05). Note: Scale Length Width Height uniformly if the bitmap you are using is square.

[PIC04]

[PIC05]
02. Next try adjusting the size of the map by selecting the UVM mapping ‘Gizmo in the sub-Object menu (PIC06). Scale by using the Scale tool and, move the texture by using the Move tool.

[PIC06]
03. Try to make your texture line up at the edge by using these tools. Here I have used the grout lines to align my edges. (PIC07)

[PIC07]
A common mistake made in trying to set up a map to follow a curve is how the geometry is built. For example you can make a box in MAX in a variety of different ways. One way would be to create a standard primitive box, another way would be to extrude a rectangle. If you add the same tiling material to each, you can see that they produce a different result.

[PIC08]
The side polygons of the extruded spline just stretches the material across the whole face. If you loft a spline along a curve and add the same materials, you will get a third type of result. The map will follow the curve (PIC09) as opposed to extruding a spline that is curved and adding that same material (PIC10). Lofting a spline is very helpful when you are trying to build a curb for a sidewalk.

[PIC09]

[PIC10]
How to create loft of a spline so map will follow curve:
1. Create a spline of any shape (PIC11)

[PIC11]
2. Create a rectangle which will be the size of your “curb” (PIC12)

[PIC12]
3. Create a loft in your create tab> geometry> Compound Objects> Loft
4. Select the path and the shape to create the object (PIC13)

[PIC13]
5. Add your tileable material to the object. You will notice that the materials wraps around the object perfectly! (PIC14 & PIC15)

[PIC14]

[PIC15]
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