The Texture Coordinates Window is used to change how a texture is applied to the faces of the model. It applies each vertex of a face to a point on a texture. The texture is then stretched between each vertex on the face to create the final texture appearance on the model. To change the texture coordinates, select faces you wish to modify and select Edit Texture Coordinates in the Main Window's Groups menu.
The Texture Coordinates Window contains four major elements:
The Texture Frame viewport shows the texture used by the selected faces. Faces and vertices are drawn over the texture to show where each face's vertices are applied to the texture. Vertices can be selected, unselected and moved using the left and right mouse buttons. The exact operation performed by the mouse depends on which Mouse Tool is selected.
The Texture Frame is very similar to the model viewports. You can pan around the Texture Frame by using the arrow buttons inside the frame window, or by middle-click dragging. You can zoom in or out by using the Zoom Buttons or by using the mouse scroll wheel.
The Rotate CCW and Rotate CW buttons rotate the selected texture coordinate vertices 90 degrees counter-clockwise and clockwise.
The V Flip and H Flip buttons will perform a vertical or horizontal flip on the selected texture coordinate vertices.
The Mouse Tool buttons determine what the mouse buttons do when used in the Texture Frame. Most tools operate in a similar fashion as the tools in the view window (an exception is that you may only select vertices).
The Map Scheme buttons are used to set the initial coordinates for the faces. The Triangle mapping uses the same coordinates for all three vertices of each face. The Quad mapping uses three coordinates from two triangles for alternating faces. The Group mapping projects the selected faces from a specified direction onto the texture image. Each vertex has its own coordinate and may be moved independently.
When you click on the Group radio button you will be prompted to chose one of six directions. Maverick Model 3D will take the selected faces as they appear in the orthographic view of your chosing, scale them to the size of the texture image, and project them onto the texture image.
Texture Projections are a more powerful alternative to the group mapping scheme.
The Reset Coordinates button is used to reapply the current map scheme to the texture coordinates. If you click this button while using the Group mapping scheme you will be asked to pick a direction again.
The next time you open the Texture Coordinates Window with the same faces selected, it will show the vertex coordinates that you set previously.
Press Close to close the Window.