I’m not sure I know how to describe the situation. I’m trying to detail an object by adding several decals to it in cycles. I’ve looked at and watched and read the tutorials I can find. I made a simpler test object where I added a texture to two sides and then made a decal in part of one of the two sides with an alpha channel.
Image appears twice, once correctly in the decal area, once to the other uvmap, both in the same material.
What do I need to do to get the decal to map properly? Only the smaller “Singleton” text should be appearing. It’s the proper decal mapping.
And in a second question, is it possible to access the UV map to modify and inspect it? I don’t see any assign and remove controls like Vertex Groups. I saved Vertex groups so I can access them, but I can’t tell how this is affecting the UV Maps. Can you display a UV Map without redoing the UV Unwrap?
Your problem is that the “Decal” UV map still has the non-decal parts of the mesh in place (left part of image, highlighted) and overlapping the decal area. Scale/move them out of the way to where the decal texture is transparent and it should stop bothering you (right part of image):
To examine and edit the UV maps there is a predefined screen layout: At the top of the Blender interface, where it now reads “Default”, select “UV Editing”. The UV maps appear as soon as you enter Edit mode for the respective object.
Thanks for the insight. I understand what you are saying.
I tried to use the UV Editing layout, without success. The only windows I can access the UV Maps from are the Node Editor and the Properties Editor. I feel like I’m overlooking something, but I’m not sure what.
Doh! I forgot the controls that were hiding on the right side of the header and I needed to slide the header. Now I see. That’s what I needed. Thank you.