In this lesson, you choose a brick material to map to the building arch, and specify the Unwrap UVW modifier as the mapping method. Then you create a spline object and use it as a guide to the mapping process.
Set up the lesson:
Choose the material and apply the mapping method:

Arch door object with no material applied
A material called brick-soldier has already been prepared for the arch object.

Sample Slots group into the active View. In the Instance (Copy) Material dialog, make sure Instance is chosen, and then click OK. 
The arch turns a dark gray. It shows no further detail because no mapping coordinates have yet been specified for the Arch-Door object.
Assign mapping coordinates (a first approximation):
The common way to assign mapping coordinates is to use a UVW Map modifier, but if you look at the various options this modifier has for orienting a map (Planar, Cylindrical, Spherical, Shrink Wrap, Box, Face, and XYZ To UVW), you can see that none of them corresponds to the curved shape of the arch.

Unwrap UVW is often used to map images onto complex objects. Unwrap UVW is better equipped to handle mapping of complex geometry, because it breaks that geometry into sections and applies planar mapping to each section.

Arch object with brick material mapped to its surface

At this level, you can map the brick material onto each selected face of an object.
3ds Max displays a yellow gizmo, representing a planar projection of brick material onto the selected face.

Planar projection of brick material onto an arch face
Notice how the yellow gizmo resets onto the newly selected face.
A number of Unwrap UVW controls can help you map specific types of objects. Some of these are similar to the UVW Map options. The Projection rollout
(Cylinder Map) button, for example, displays controls used to map materials onto cylindrical objects, such as a human arm or a lamp post. Other options have more special purposes: For example, you can use the Peel rollout
(Pelt Map) button to map a material onto fabric such as a pair of trousers, or a curtain.
In this scene, you will use the Spline option, which is useful for mapping curved objects with a cylindrical or square cross-section such as a snake, or a ventilation duct.
Before you use this option, you will create the spline object itself.
Create the spline shape to use as a map path:
The spline you create needs to be centered in the arch object. You could use the Line tool or the Rectangle tool to draw the spline, but you would need to enter the precise arch-object coordinate values to do so. It is easier to derive the spline from the existing object geometry.

+click to select all the outer edges at the front of the arch object. Be sure to leave the bottom and inside edges unselected.

Arch object with all outer edges selected

Curve Name box, name the shape Arch-Door-Spline, make sure Shape Type is set to Smooth, then click OK. 




Outline spline centered on the front face of the arch object
The outline spline position does not have to be perfectly centered: You will align it more precisely in a moment.

+click to select the line segments at the base of the arch (they connect the original spline to the outline spline), then press
. 
Spline segments at the base of each arch column
. Align the spline with the arch:

Align Position (Local) group, turn off X Position and Y Position, turn on Z Position, and in both the Current Object and Target Object subgroups, choose Center. Click OK. 
The spline is now properly placed in the center of the Arch-Door object, ready to be used as a guide to map the brick material.
Apply the spline as a guide for the mapping:
(Ignore Backfacing). 
If you leave Ignore Backfacing turned on, only the polygons facing you in the viewport will be included in a selection. Polygons hidden on the other side of the model will remain unselected.
Crossing state. 
Arch faces selected
(Spline Mapping). 

For now, leave the Spline Map Parameters dialog open.
The arch object is enveloped by a cage gizmo, which shows the outline and cross sections of the mapping.

Arch object enveloped by the cage gizmo
Now you need to correct the base of the cage gizmo, which is too narrow for the arch geometry.
Adjust the mapping gizmo:

Bottom of arch, showing that the cage gizmo is too narrow

Cage gizmo after resizing each base
You do not need to be precise at this point: In the next lesson, you will specify the cage more precisely by using the Unwrap UVW controls.

Save your work: