

So any operation on a vertex must also specify which polygon’s view of that vertex is being edited. Instead, they are locked snapshots of some UV Mapping of a polygon. Unlike UV Maps, Poly Maps cannot be edited with the normal Modify tools used in the rest of Modeler, because they are not continuous. Not a pretty sight.) They were superseded by the current UV Mapping tools in LightWave 6.5, so unless you are working with a model that was mapped before that, there’s really no reason to use them the new tools are much more elegant and flexible. (Without some kind of handling, they would cause the entire image map to appear backwards and squashed onto a single polygon at the map seam. Per-polygon UV Mapping, or Poly Mapping, was introduced in LightWave 6.0b as a way to handle discontinuous UVs. LightWave has many tools to help you do that. But it’s close enough!The trick is to make the map first. Technically, it’s not as accurate as projection mapping, because the texture is really only exact at those points, and merely interpolated everywhere else.

No matter how irregular your object is, or how it moves or flexes, those pins stay in place, and the texture stays right where you put it. Since the coordinates are assigned to points, it’s essentially as if that painted texture was fixed to the surface of the object, with pins where all the points are. UV Mapping adds two extra coordinates to the points in your object those on the U and V axis, running horizontally and vertically through a flat plane on which you can paint your texture. This usually happens when the object is organic, or irregular in shape. Sometimes, when mapping textures onto objects, you will find that the normal projection mapping just doesn’t work.
