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If you know what is that, then simply skip this chapter. In Direct3D-based games most low-polycount 3D Objects are textured. That helps to hide this low polycount "under textures". In other words, small details aren't modeled - just mapped with textures. What is UVMapping? - It's assigning UV coordinates to polygons (texture coordinates). The following image from Full Documentation illustrates what is this: In fact, the triangles from UV Map part shows defines which part from texture is fit into the face. That is the idea of mapping. In ZModeler mapping goes the way shown above. When assigning mapping, ZModeler creates a Mapping object that is used later to adjust this mapping. This object is visible only in UVMapper view. You can switch ANY view to mapper view and then return it back again. As a rule, the side view is changed to UVMapper. Thus the sequence of mapping is the following: Create this Mapping Object Edit this Mapping Object (it will immediately take effect in 3DView). Creation of this mapping object is done by tool Surface\Mapping\AssignUV. It creates a mapping object for the face you have applied tool to. It can be group of faces (SELected mode). This object is only visible in UV Mapper View and any view can be switched to UV View. As a rule, the side view is replaced with UV View and then back again. You can edit this mapping object like all other objects, using most of available tools. Surface\Mapping\Assign UV - Creates mapping object. if mapping haven't been assigned to faces before, than the mapping object contains the faces that you have chosen. For the instance: for bounded group of faces the mapping object will look like this: The result in 3D View as also shown. Notice, there is a square texture in the view. By allocating object over this square texture you adjust mapping. In fact, you show which part of texture and how it's fit to faces. Using standard Scale and Move tools, mapping object can be adjusted to match texture: As you might expect, when you close UVMapper view and then assign UV to this group again ZModeler will revert to last mapping object. Like on the image above. What should also be mentioned is that in this mapper object all faces are independent and not connected to each other. The first attempt to move any vertex shows this good: Another feature of Assign UV tool is Face-Mapping, when all selected faces get the same mapping. In UV View according mapping object will contain only one polygon, that represents mapping for all selected faces. It's very useful to map group of faces to a matte-color area of texture. For the instance, cars' hood faces can be mapped to gray area of texture with this tool: Warning! Be careful with this kind of mapping. It applies to selected faces only. And if you select another faces and then modify mapping object from previous group, it will damage mapping for new group. Thus, when you have done adjusting mapping for first group, delete mapping object (with Modify\Delete tool) and then work with another group. The most expected question is how to revert to situation when ZModeler generates new mapping for the faces, like in the beginning of this topic? For that purpose you have to reset current mapping for that faces: Surface\Mapping\Reset UV - to reset current mapping for group of faces. These tools are the only used when creating mapping.

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