Label

How could I add a label like a logo (or image) on an plastic plane that have another material?

Thanks!
pMB

Add the label as a texture to your material. Add an empty inside your mesh. In the Map Input, select Object and put the name of your empty in there. Then point the Z of your empty to where you want it, scale/move the empty as necessary.

Adding virtual Decals to a blender model

MAKE THE DECAL

If your decal has a rectangular outline, all you have to do is draw it with your
favorite drawing program. If it has an irregular outline, you have to make the
border transparent. This can be done in the Gimp or Adobe Photoshop by creating
a Targa file.

Here are the directions for using Photoshop.

[01] Create the image in Photoshop. About 300 x 300.
It will make your life easier if the image is square.
[02] If there is a padlock symbol on the base layer, duplicate the layer.
[03] LAYER: ADD LAYER MASK: REVEAL ALL
[04] In layer display, on top layer, click layer mask
[05] Make sections of image that are to be transparent into black
Use magic wand selector, shift click until all transparent areas are selected,
then fill with black.
[06] SELECT: DESELECT
[07] Delete backgroud layer if you had to duplicate layer
[08] Save as a TARGA file, must be 32 bits per pizel.

ADD THE DECAL

[01] In blender, ensure that the section of the model you wish to apply the
decal to has a material (F5). It can already have textures.
[02] Add a new texture. Give it the decal-location name
[03] Go to texture context (F6). Select the new texture.
Set texture type to IMAGE. Select USE ALPHA and CLIPCUBE. Click LOAD IMAGE
and load the Targa file, remembering to use Relative Paths if you want portability.
[04] In 3-D window, hit spacebar and create new object of type EMPTY.
NKEY and give OB: a name, I use the decal-location name.
Remember this name, you will need it in step 7.
[05] Move object to surface of section to print the decal on. Y is the direction
of the top of the decal, X is the decal’s right side. X and Y axes should be
flat on the surface (or at a tangent if surface is curved) while the Z axis
should be at 90 degrees to the surface.
[06] Select the section that the decal is to be placed on. Go to
MATERIALS context. Under TEXTURE tab, select the decal texture.
Click MAP INPUT tab.
[07] Click OBJECT. In grey box beside OBJECT button, type in the
name of the decal empty object. Warning, name is case sensitive.
If you hit return and name vanishes, you mis-spelled it.
[08] Aim a camera at the decal and render it. It will proably be huge.
[09] To adjust decal size: in 3-D window, select decal empty object.
NKEY. Adjust values for SIZE X and SIZE Y. If decal is square, ensure
that both values are equal. ** WARNING ** make the Z size very very small.
Otherwise if you place the decal on one side of a non-thick object,
an image of the decal will penetrate and appear as a mirror image on
the far side of the object. Be sure the texture is set to CLIPCUBE.
[10] If the decal is in the wrong location, or if it needs to be rotated,
re-position the Empty object.
[11] Render again, and repeat step 9 until image is desired size.

I discovered a couple of techniques that make the decal application process a whole lot easier:

[Tip1]
Instead of using an empty, create a plane, delete only the face, and use that.
That wireframe plane can make it a whole lot easier to visualize the size and position of your decal in 3D space.

[Tip2]
Tracking the decal plane (or Empty) to the object you’re applying it to (using Ctrl+T) can ensure that the label will always be facing the center of the object. Just make sure that you choose the “Old Track” method, otherwise the rotation won’t be preserved!
Also, if you plan on moving the Center of your object later, remember to “Clear Track and Keep Transform” first.

Hope that helps. :smiley: