# Texture Coordinates Window

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:

- Texture Frame - Shows the texture image with vertices and faces drawn over it.
- Mouse Tool Buttons - Determine what happens when you use the mouse on the Texture Frame.
- Scale Options Frame - Gives some control over how the scaling operation works.
- Map Scheme Buttons - Change the initial coordinate mapping scheme for the selected faces.

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 Select button allows you to select vertices with the left mouse button and unselect vertices with the right mouse button. You can hold the shift key to make your selection cumulative.
- The Move button allows you to move selected vertices. You can hold the shift key to only move in one dimension.
- The Rotate button allows you to rotate selected vertices. Right click sets the rotation point. You can hold the shift key to rotate selected vertices in 15 degree increments.
- The Scale button allows you to scale the distance between selected vertices. You can hold the shift key to only scale in one dimension. Using the Scale Options frame you can control whether you scale from the center of the selected vertices or the far corner and whether or not the 2D aspect ratio of the selection is preserved during the scaling.

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.

## See Also

- Texture Coordinates
- Materials
- Materials Window
- Groups Window
- Texture Projections
- Texture Projections Window
- Paint Texture Window