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Modeler

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274LightWave 10 - <strong>Modeler</strong>Type the name of the map into the Vertex Map field, or choose aname from the drop down list. The list contains all the names ofall the UV Maps used during the current session, whether or notthe objects remain open, and whether or not the maps have anypoints assigned to them. If you type a new name into the field,a new map will be created, and chosen from the Vmap Bar. Ifyou use a name from the list, that map will also be automaticallyselected. If you don’t use any name, you’ll make a Poly Map.Automatic SizeClick the checkbox if you want the polys to be automatically sized.If you do, they’ll be centerd in the UV space, and come close tofilling it. If you don’t, they’ll probably be tiny, and in the lower leftcorner.UV SpiderThis command will crawl along a line of selected quads, no matterhow much it twists and turns, and map it flat onto a specifiedsection of UV space. Think Bandsaw, but mapping instead ofcutting.How do I use this tool?This tool is really interesting. You can use it to unwrap any regularquad surface, even if you have twisted, turned, bent and vortexedit! But it does take some planning.Click OK, and they’ll be made. You’ll notice that they don’t haveany points, which means that you can’t manipulate them directly.Fortunately, that’s easy to fix. Just use the Unweld command(Detail > Points > Unweld). This will put points on all the polys,allowing you to use all the Modify tools, as you normally would. Ifyour models are simple enough, you can unweld selected points;if not, you can effectively Unweld the entire model. Just be surenot to move anything in X,Y,Z space, and the Merge command(M) will put it all back together again when you’re finishedmapping.The tool works by crawling along a line of quads, anddepositing them neatly onto a UV Map. But it only crawlsalong one line at a time. So, in order to unwrap an object,you have to select a couple of quads to get it started, justlike you would with Bandsaw. However, it will put the firstquad you select against the edge of the map. So, if you want ausable map, you have to start with the right quad, every time. Inother words, if you’re unwrapping horizontally, you need to startwith the next quad in the vertical row in order to get a good map.Now, if the piece has been twisted and turned, that’s not simple todo. (If it hasn’t, you don’t need this tool; there are easier ways tomap straight things.)You should begin by selecting a line of quads runningperpendicular to the direction you plan to map. You can do thateasily by selecting a couple of quads in the correct direction(vertically, in our example) and going to View > Selection: More >Select Loop. Once you have it, change the surface to somethingthat will contrast nicely with the other surface. (Tap Q orclick Surface at the bottom of the screen.) It’s only formapping, and you can change it back later; but it will helpyou keep your place.Then, select two quads horizontally in the bottom row of the areayou want to map, and click the button.

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