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    <title>topic Re: How to give Unwrap UV to Multiple Material IDs? in 3ds Max Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6979136#M62655</link>
    <description>&lt;P&gt;What a long and great post&amp;nbsp;@Anonymous! &amp;nbsp;I marked it as a solution since you confirmed it solved it for you, but you are also able to mark the solution in the future for your own threads if you want. &amp;nbsp;Thanks for the detailed post, it's a great write up. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;BR /&gt;Best Regards,&lt;/P&gt;</description>
    <pubDate>Tue, 28 Mar 2017 16:47:28 GMT</pubDate>
    <dc:creator>Alfred.DeFlaminis</dc:creator>
    <dc:date>2017-03-28T16:47:28Z</dc:date>
    <item>
      <title>How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6973658#M62650</link>
      <description>&lt;P&gt;Hello friends. I've got a cigarette box and I'm trying to apply bitmap materials to it using the Unwrap UV but I'm doing it wrong. I have materials ID from #1 - 6, set up on the box. If I go to Unwrap UV, select material #1 - 6, any of corresponding will highlight there as well. So I choose Polygon editing in Unwrap UV, then choose Box, and align it. But when I edit one surface of the cigarette box, it also causes changes in all other 5 sides of the box as well. For example, if I edit Cigarette Box side #1 to correspond with Bitmap #1, and then Cigarette Box side #2 to correspond with Bitmap #2, then the modification made in #2 causes changes in #1. How can I rid of this problem?&lt;/P&gt;</description>
      <pubDate>Sun, 26 Mar 2017 07:54:26 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6973658#M62650</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-03-26T07:54:26Z</dc:date>
    </item>
    <item>
      <title>Re: How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6973686#M62651</link>
      <description>&lt;P&gt;you are over complicating things...it's just a box...not a an organic creature with 10 million polygons....&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1 material, Box map....done, keep it simple...&lt;/P&gt;</description>
      <pubDate>Sun, 26 Mar 2017 09:09:12 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6973686#M62651</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-03-26T09:09:12Z</dc:date>
    </item>
    <item>
      <title>Re: How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6974043#M62652</link>
      <description>&lt;P&gt;Each sides of the rectangle has a different design except the front and the back. Not a box... A cigarette box (rectangular) with certain folds here and there.&lt;/P&gt;</description>
      <pubDate>Sun, 26 Mar 2017 17:22:11 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6974043#M62652</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-03-26T17:22:11Z</dc:date>
    </item>
    <item>
      <title>Re: How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6974257#M62653</link>
      <description>&lt;P&gt;it's just a simple box..&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;ok, go ahead and over glorify a box to something it's not...and deliberately complicate your workflow...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'm sure everyone who's ever done cigarette packaging or milk carton...or a dice that had 6 different 'designs' on each face...would have assigned a different material to each side....but the concept is too complicated for me to handle...&lt;/P&gt;</description>
      <pubDate>Sun, 26 Mar 2017 21:22:24 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6974257#M62653</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-03-26T21:22:24Z</dc:date>
    </item>
    <item>
      <title>Re: How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6977351#M62654</link>
      <description>&lt;P&gt;After some work, I figured it out. I think there were a lot of confusion due to how it was explained here for new time users with no experience in 3D:&amp;nbsp;&lt;A href="https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D-htm.html" target="_blank"&gt;https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D-htm.html&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;To reiterate my problem in case it wasn't clear:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I mistakenly thought the Multi/Sub-object Material method found here (&lt;A href="https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-D968CDD9-4C5D-489D-A311-ED7486FCD4AA-htm.html" target="_blank"&gt;https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-D968CDD9-4C5D-489D-A311-ED7486FCD4AA-htm.html&lt;/A&gt;) was necessary for the Unwrap UVW method. So initially, I created seperate Photoshop files for the separate parts of the 3D model I was working on. Then I applied Multi/Sub-object material to it, but it didn't work with the bitmap design. In order to understand the Unwrap UVW, see this link (&lt;A href="https://en.wikipedia.org/wiki/UV_mapping" target="_blank"&gt;https://en.wikipedia.org/wiki/UV_mapping&lt;/A&gt;). The Unwrap UVW is a mathematical technique for transforming 2D objects into 3D. Therefore, if we want to use this method, we have to put all our bitmap material designs in one Photoshop file. Furthermore, you must understand that the bitmaps are a 2D representation of the 3D object's material surfaces. The book,&amp;nbsp;Autodesk 3ds Max 2016 Essentials, (p. 250 - 271) has the basics of what you need to know (&lt;A href="https://www.amazon.com/Autodesk-3ds-Max-2016-Essentials/dp/1119059763/ref=sr_1_1?ie=UTF8&amp;amp;qid=1490664259&amp;amp;sr=8-1&amp;amp;keywords=Autodesk+3ds+Max+2016+Essentials" target="_blank"&gt;https://www.amazon.com/Autodesk-3ds-Max-2016-Essentials/dp/1119059763/ref=sr_1_1?ie=UTF8&amp;amp;qid=1490664259&amp;amp;sr=8-1&amp;amp;keywords=Autodesk+3ds+Max+2016+Essentials&lt;/A&gt;).&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Here's the notes I took from the tutorials found in the book, which summarizes the steps and understanding Unwrap UVW, hopefully:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;The Unwrap UVW can be used to map any type of 3d models, and can specify the material design of a 3D model (think of wrapping a 3D model with a flat, 2D bitmap).&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;The Unwrap UVW is best utilized with a painting program, such as the Adobe Photoshop to create its bitmaps to map onto the 3D models. It goes both ways; we can export into Photoshop, or import from Photoshop.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;For simple 3D models, use the Projection wrap to wrap the 2D bitmap. For complex 3D models with many derivatives to calculate, use the Peel wrap (ex: Simple models such as architectural single family houses, and complex as a firefighter). &lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;The Projection Wrap method:&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;OL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt; font-weight: normal; font-style: normal;"&gt;Choose a 3D model. Apply a material from the Material Editor you plan to wrap with.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Press X&amp;gt;Search Unwrap UVW&amp;gt;Press Enter&amp;gt;Go to Projection rollout&amp;gt;Choose shape best matching&amp;gt;Align in X/Y/Z to the bitmap.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Turn off Projection.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Under Edit UVs rollout&amp;gt;Open UV Editor&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;On the drop-down list at the top right, choose your bitmap and modify how it will fit with the 3D model by manipulating the handles of the UV map to fit with the bitmap.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;The Peel Wrap method:&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;We must define the boarders of a 3D shape ourselves rather than allow the software to determine it. Therefore, we will Seam the body of the 3D object.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;OL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt; font-weight: normal; font-style: normal;"&gt;Select the 3D model.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Press X&amp;gt;Unwrap UVW&amp;gt;Enter.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;In Projection rollout, choose plane&amp;gt;Align Y&amp;gt;Under Edit UVs rollout, click Quick Planar Map (Or) Under Configure rollout&amp;gt;Uncheck Map Seams.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;According to this video (&lt;A href="https://www.youtube.com/watch?v=-d_B-vVb9zI" target="_blank"&gt;https://www.youtube.com/watch?v=-d_B-vVb9zI&lt;/A&gt;&lt;/SPAN&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;) steps from #(1 - 3) is used to eliminate the boarder Seams that are determined by the software's default.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;OL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt; font-weight: normal; font-style: normal;"&gt;In the Peel rollout, click the Point-to-Point Seams button and start to define the boarders of your 3D model in any viewport by clicking on the Edges of the 3D model (it highlights in blue). To delete Seam, press ALT+Click. To stop Seaming, Right-Click.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Tips on how to Seam: Once again, think of Seaming as peeling the 3D model and flattening it. Therefore, we must cut the object at its boarder, but also cut through an intersection line where it can be peeled off and unwrapped from its 3D object. For more scientific information, see &lt;/SPAN&gt;&lt;A href="https://en.wikipedia.org/wiki/UV_mapping" target="_blank"&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;UV Mapping&lt;/SPAN&gt;&lt;/A&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;OL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt; font-weight: normal; font-style: normal;"&gt;Toggle off Point-to-Point Seams and turn on Polygon mode if not already on. Click on part of the model whose boarders have already been Seamed. In the Peel rollout, select Expand Polygon Selection to Seams icon. This button selects all the polygons included within the defined Seams boarder.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;In the Peel rollout, click the Pelt Map icon&amp;gt;Click Start Pelt button in the Pelt Map dialog&amp;gt;Click Stop Pelt when it is done unfolding or when you deem it so.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Click the Settings box next to the Start Relax button. Change the drop-down option to Relax by Polygon Angles.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Click the Start Relax button in the Relax Tool dialog&amp;gt;Click Stop Relax when it is done Relaxing, or when you deem it so. &lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Click Commit to finalize and allow changes.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Do steps #(5 - 9) for all other body parts of the 3D model.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Optional steps #(11-15): Exporting the UV Maps to Photoshop and editing the bitmaps in Photoshop to align them.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;OL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt; font-weight: normal; font-style: normal;"&gt;In the UV Editor, select all the UV maps. &lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Under Arrange Elements rollout on the right side of the UV Editor, reduce the Padding to 0 and then click Pack Normalize button. This spreads the UV Maps evenly without interference of stacking on top of one another. The Padding determines the distance spaces between.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Click Render UV Template button in the UVs dialog box to create an image of your UVs. Save the UV layout image by clicking on the Save Image icon.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Open that file in Photoshop.&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;Edit the Bitmap in Photoshop to fit with the UV Maps. Recommend: Create a new layer for the UV Map on top of the bitmap&amp;gt;Distort the bitmap through Free Transform and arrange until it fits with the boarders of the UV Map&amp;gt;Either delete the UV Map layer or turn off Visibility after finished&amp;gt;Save file&amp;gt;Import the new .PSD file into 3ds Max as bitmap and connect it to material. Apply this material to the 3D model of the original UV Map template. &lt;/SPAN&gt;&lt;/LI&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;In UV Editor, arrange the UV Maps until they align with the bitmaps. Check rendering to make sure they fit your needs.&lt;/SPAN&gt;&lt;/LI&gt;&lt;/OL&gt;&lt;UL&gt;&lt;LI&gt;&lt;SPAN style="font-family: Calibri; font-size: 11.0pt;"&gt;We introduced the bare minimum of what you need to know to effectively use the Unwrap UVW. Please go to Autodesk's main website to find out more about its many other features. &lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 28 Mar 2017 01:44:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6977351#M62654</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-03-28T01:44:28Z</dc:date>
    </item>
    <item>
      <title>Re: How to give Unwrap UV to Multiple Material IDs?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6979136#M62655</link>
      <description>&lt;P&gt;What a long and great post&amp;nbsp;@Anonymous! &amp;nbsp;I marked it as a solution since you confirmed it solved it for you, but you are also able to mark the solution in the future for your own threads if you want. &amp;nbsp;Thanks for the detailed post, it's a great write up. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;BR /&gt;Best Regards,&lt;/P&gt;</description>
      <pubDate>Tue, 28 Mar 2017 16:47:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/how-to-give-unwrap-uv-to-multiple-material-ids/m-p/6979136#M62655</guid>
      <dc:creator>Alfred.DeFlaminis</dc:creator>
      <dc:date>2017-03-28T16:47:28Z</dc:date>
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