So I just noticed in the Unwrap window in 3dsmax that you can manually type in values for U, V and W. The first two make obvious sense. The W one though boggles my mind. I can't figure out why is it there. Tried typing in all sorts of numbers, doesn't do shit.
Anyone has any idea? Or is it just there to mess with my mind?
not sure on this, but maybe you could move the w space so your mirrored mesh sits behind
instead of moving it to the 1-1 range, just a though, could be wrong on this....simply put the uv editor is still 3d and 3d has 3 coordinance.
Also in the future there might be something cool like 3d textures, where you can have 3 dimensional UV coordinates and a sort of material is projected on to the surface.
Those other 1% of the time, they have minimum use, such as unwrapping in 3D workspace, and dictating, on a symmetrical object, which side is ontop or inverted for Normal Map backing, and some fancy shader material work.
However, since almost ALL applications allow you access to Mutiple UV channels, you might as well ditch any ideas for the W coordinates and instead make a second Unwrap for your fancy materials.
thats all based on object or world space though isn't it? the UV's only apply for viewport previews.
In summary: Yes, the W axis of UVW co-ordinates can sometimes be useful, but in general, no, game artists do not make use of it much, if at all.