Adding texture

Hi! :smiley:

I just made 2 batteries and would like to add a texture.
This is what I have:

I made a graphic in photoshop that should be on the body of the battery:
Not on the top or bottom.
I tried it without changing the setting (I don’t know what to change).
and then I get this:
and that looks like s*** :)…

This is the first time I tried to texture an objecdt and I totally don’t know what to do…

Anyone :)…

Seeing as there’s no metalic part on your image, I’d guess you only want this to show up on the sides. There are two ways to go about this, really.

First off, you need two textures to do what you’re attempting. One will be the metal for the endcaps, and the other will need to be for the image. The encaps just need to be something with a high reflectivity (raytrace), and I’m sure you can play around with that.

The tricker part is this image, and here is where you have to make a choice.

  1. You can apply the material to the objects with them aligned to the global axes, using the ‘tube’ mapping and the ‘rot 90’ buttons if needed to get it aligned properly. You’ll need to, under ‘map input’, try the different coordinate systems to get one that will stay with your battery as you move it.

  2. You can UV map the image onto the battery. It could take forever for me to explain it here, so look up a good tutorial on UV mapping.

Try uploading the blend file, and I might have time to play around with it and get it right.

I believe I have seen a UV map tutorial that looked interesting so I will try that one.
It’s kind of you that you offer it to make it, but I’m just trying to learn some stuff so I can better do it my self :).

well… I tried this tut about UV mapping.
But when I’m at step 5 I get this kind of image:
I don’t know what to do with this image, cause it’s quiet messed up :).

[[oef, sorry for the big image…]]

well, the problem you have with that, is that you made every edge a seam. A seam splits the mesh where you put it for uv mapping. You only need seams at both ends of the cylinder, and one going right down the middle. Also you might be able to get away with using the cylinder option for the calculation.

ok… i cleaned all the seams and made 2 on the edges and 1 in the middle.
here you see what I did and you also see it’s like a totall mess. Maybe even bigger than before :o…

and what do you mean with “Also you might be able to get away with using the cylinder option for the calculation.”
What do you mean with getting away of the cylinder option?

No, that’s not quite a bigger mess. It’s closer to what you want, actually. It just didn’t unwrap it straight.

I just did some experimentation with my own quick battery file, and I’d suggest you unwrap JUST the cylinder. Mark a seam at either end of the cylinder, and a seam down the length of it where you want the edges of your wrap-around image to meet. Then, select all the faces on just the cylinder’s sides, and perform a LSCM unwrap. That should get you better results.

What i meant was that since your object is somewhat like a cylinder, you might be able to use the cylinder uv calculation instead of lscm calculation

check out the lscm unwrap tut its very helpful. I am learning uv maping and this is a good place to start.

well… the image is now on the body of the battery but on the top and bottom of the battery needs to be a metallic texture.
How to make this texture is not the point but how i can use 2 different textures on 1 object is my question. It’s no use to select the vertices that need to be metallic and then add a material becuz the whole mesh get’s the metallic texture.
I hope some one know what i mean :smiley:


I know what you mean
this is not to hard just a little complicated
first make your metal mat
then select only the verts you want to be metal (edit mode)
then in the edit panel select new mat and assine the selected verts.
go to mat panel, the numbers next to the mat name should be 2mat2 or 2mat1 togle the me ob butons. with the right verts selected and the right mat selected you should have 2 materials on one object. play around with this I think you will get it despite my not so great instruction :wink: . btw did you use uv maping to fix the lable?

yot, I used uv mapping… I try this hour to fix the metal thing and then shall I show it ;)…

here’s my labelled battery:
shit… I did not saved it as jpg or .blend and blender got a critical error :x…
I’ll try it again :D…

Oke, I’m back at the point where I was:
here you see the labelled battery.
But the top and bottom are still not done.
If i make a new material without selecting a vertice (in edit mode) than automatically the whole object changes to the colors and setting of the material I’m making at the moment.
And that’s not what i want :)…
What do i do wrong?

Okay, this isn’t hard once you get it down. Yes, everything changes if you add a new material in the materials panel. That’s adding for the whole object. What you want to do is add another material index.

To do this, you go into edit mode and get the mesh edit buttons. Now, see the Links and Materials panel? The left side of it deals with vertex groups, but we’re interested in the right side, which deals with materials. The little block of color with arrows next to it is the material index. It keeps track of what material is currently selected in the mesh. If you add faces, they will be made of whatever material you have selected here. At the moment, the number to the left should be 1, indicating that there is only one material on this mesh. We’re going to change that.

Click the ‘new’ button to add a new material to the mesh. Note that this doesn’t change anything yet, except that both of the 1s on the panel are now 2s. This is because it automatically moved to the new material index you just made. None of the faces have changed, but if you add more the new ones will now be on index two. You can use the arrows to change the number on the right, which is the current index. The block of color on the left changes to give you a mini-preview of the material for the index. At the moment, we only have one material, the same one used for both indicies. Don’t worry, we’ll fix that in a moment.

Now, select the faces you want to be made of the new material (using face select mode instead of vertex select can be very helpful here) and press ‘assign’. You won’t see a change, but now these faces are now on the second material index.

NOW go to the material buttons. Notice on the second line of the main panel, at the right, is a similar button. It does exactly the same thing, but keeps you from having to switch back and forth between panels so much. Make sure it’s set to the second index, and then add a new material. Make this material into some sort of shiny metal to suit your tastes, and then turn ‘TexFace’ off. If you have textured shading turned on, you’ll see the ends will now look metallic while the sides of the battery will have the UV map. Adjust, render, and tweak as needed.

man… wow…
thanks for this great explanation…
Thanks a lot!

I probably have to read it 3 times to understand it, but this is great…

thanks… thanks… thanks :smiley:

I’m sorry, you explain it so clear but i suppose i still do something wrong.
I have the battery shape with in the middle the uv map.

  • I go to edit mode
  • Then i go to links and material and look on the right side of it.
  • i click on new
  • select the vertices that i need.
  • press assign
  • i go to material buttons and make a material

This is all i do, if i for example pick the color red and render the whole thing the whole object is red…

Hmm… mind posting a blend file so I can play with it? This is kinda difficult to troubleshoot without hands-on. Make sure you pack the UV map image first (in the texture buttons, a button with a picture of a gift on it) so that the image comes with it.

well here’s the blend file: ici