Hi, what I’m trying to achieve is what you see on the first or 2nd image on the left side (3d view). There’s a cube and two separate uv layouts: first has just front face mapped, second has top and right (side) faces mapped together. Both of them has separated images assigned (first with “front” caption and second with “top side”).
Although 3d view (“Textured” Draw Type) shows the cube properly, when I render, it’s wrong - that’s because only one textures is always on the top (render screen-shot attached).
To make it a bit more difficult - for this example I’ve mapped the textures to the color but in real case I want to map them to “nor” (bump). It’s important since for “color” I can just turn on “TexFace” however it it’s obsolete feature and won’t work with bumps.
I understand your solution however i don’t think it’s what im looking for. My real mesh is much more complicated and different parts of it just need to have some dedicated bumps maps. If i go with this solution i would ended up with several identicall materials (color, shading etc) with just different textures. Doesn’t seem elegant
Delete ur topside UV. then select only those faces and unwrap them to a new topside UV, NOT including the Front. Map Front image to UVTex, and TopSide to UVTex1 through two different Texture channels. When u render it will be good, but Multi-UV is not supported in the game engine afaik.
I believe this is exactly what I’ve done - selected two faces and unwrapped and assigned one image, then selected front face and unwrapped again and assigned another image. Then created two channels - the problem is one channel overrides another so when I render I don’t really get what I see on 3D view.
I also think you need to use two materials.
You have one uv layer. Mapping different faces to other images isn’t the same as multiple uv layers. With say two uv layers, one can be used for a tiled texture and the other layer for ambient occlusion/lighting texture.
Ok, Top side is uv mapped to the bottom half of its image and Front is mapped to all of its image.
To get an idea of what is happening, switch to Blender GLSL materials.
Then go into the Map To tab and change the col slide to 0.5 for both textures. You should now see Front with Top Side below it.
Another way to figure it out. Select all faces and go to the UV Image Editor window, you’ll notice all the faces overlap. Both textures see every UV mapped face the object has, at the same time.
Your other option is to have “Front” part of the same image as “Top Side”
The explanation may not be great but I hope it helps.
That’s very detailed explanation - thank you. I’ll give it a try.
One more thing: when I enable “TexFace” feature everything is perfect. The only problem is it works for “color” only (not “nor”) and it’s obsolete. I somehow cannot believe I cannot achieve the same with UV layers\channels. On other hand - I’m not an expert
My real problem is I’m modeling an aircraft - there’re a lot of different bump and color maps I’d like to use. If it’s not possible to assign multiple images to different parts of the mesh it basically means I would need to unwrap the whole mesh as one UV layout (select all faces and unwrap) and then create HUGE image which covers all faces OR - as you guys suggested - create a lot of identical materials with different uv channels…
A lot depends on what you are trying to achieve. For a game engine you probably want to use one uv map.
If it’s for a render or animation then having multiple materials isn’t such a big issue. Also you can break the model into pieces and texture each part as you like.
Both MCollett’s and PapaSmurf’s methods will work for you. MCollett’s example uses just one UV channel and is easier to start with though.
OK, PapaSmurf I’ve read your suggestion once again but having problem with understanding what you mean.What is UVTex and UVTex1 in your example? UV layers, channels or image names?
Guys sorry for bothering you - I’ve just spent so much time on this and still cannot find a decent solution. The only one I know how to handle is multi-materials solution but in my model it will make the whole thing really messy…
sorry if i didn’t read your post carefully, but these two links can help you:
in this tut you clone from two UV layer to final one http://vimeo.com/5093588
in this tut you paint stencil (mask) between two UV