In Exercise 1, we covered creating a simple UV map template in 3ds Max. In Exercise 2, we used that UV map template to create a texture that we modified both in 3ds Max, and in Photoshop.
In this exercise, we’ll cover a more advanced method for UV unwrapping, which will give you precise control over the results, and optimize the texture map for game use.
To begin, create a group of primitive shapes, as shown above:
- Box
- Cylinder
- Tube
- Sphere
These shapes should not overlap or be connected, to make this exercise more straightforward.


