UVW Mapping Basics

UVW mapping deals with the scale and positioning of a material onto an object.  It is a "projector" helper object, in that it takes a 2D image and projects it into 3D space onto geometry. 

If the material is set to Tile, which it does by default, the material will repeat in each direction beyond the UVW map's size.  If the UVW map is set to tile, it will divide the UVW map into equal parts and tile the texture within the UVW map's size. 

Without UVW coordinates, there is no way to scale the material on the object, much less accurately portray a material. 

The following image has UVW mapping coordinates only via the automatic generation of mapping coordinates at an object's creation.  Each object receives the exact same material:  Brick.  The problem is that on each surface, the brick is a different size.  The brick should not change size from one surface to another - it's a standard size modular unit. 

Let's place a UVW modifier on both objects. 

Let's examine the actual brick texture that is in the Diffuse map slot. 
 

Cylinders and Spheres have a slightly different method, because regardless of the distance away from the surface, as long as the UVW map has the same shape as the object it is assigned to, the map will be projected perpendicular to the object surface. 

Often, in the case of a Multi/Sub object material especially, more than one material scale will be required on a single object.  Let's consider the following wall:

In this case, the stucco on the inside should scale differently than the brick on the outside.  Because it is a single object, however, placing a single UVW Map modifier on the object will scale both the brick and the stucco at the same rate.  In order to scale them differently, we will need to apply multiple UVW Map modifiers on the object and specify channels for each one that correspond to the material itself.