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.