My goal is to make a texture that allows me to UV map a mesh to a texture and ALSO map the mesh to another texture with a different UV coordinate system.
Heres pretty much what I want to accomplish
this is my shield that has one texture, mapped with different textures. Each of the 3 colors are mapped differently to the same image to create a non tiled effect on each color. Because of this the UV coordinates are all sorts of jacked up, E.G.
I want to map this across the ENTIRE front of the mesh:
to create a blood stained effect on the metal, but If I wanted to put it on the mesh I would have to replace the UV coordinates that have allready been mapped
I dont know how to do this, If anyone has any tips or pointers on how to achive this effect, because im sure its possible, it would be greatly appreciated if you could help
hi, check out a mini tut i made in the blender tests subforum. it might be a few pages back, but you should be able to find it with the search function.
(edit) i searched it down for you http://blenderartists.org/forum/showthread.php?t=133010
Okay, so good response! However I’m really looking for a way to overlay one texture on top of another without texture baking. I don’t see why it would not be possible to do this, the way that I though it could be done is with multiple UV unwraps with multiple UV textures per texture. I looked around and found that this apparently was not possible yet, so I was wondering if there is a script that can do this, or if another method is possible
to overlay one texture onto another, just take the blood spot texture, put it into gimp, and use the color to alpha function on the background color, white in this case, save as a png, then, in blender, load that into the next texture channel, and click on ‘use alpha’. set mapping to UV on both the textures of course, in the ‘map input’ buttons in materials buttons. you can stack pretty much as many textures as you will need in this way. another option would be to make the background color on the bloodspot pic black instead of white, and then, instead of ‘use alpha’, click on ‘calc alpha’ which will then read the black areas as the alpha channel.