First post here, and I apologize if this has been addressed. I attempted a search and couldn’t find a thread that answered my specific question.
I have created a model of a ship. I am happy with the layout, and have decided to venture into the world of UV mapping, and have had a bit of trouble grasping some of the mechanics in Blender.
As far as the basics, I understand (or at least think I understand) unwrapping the model and mapping the UVs. I’ve watched several tutorials.
Where I am getting confused is when attempting to create multiple UV maps, so that I may split the model up for texturing.
What I am doing:
- Select all the faces for first “section” that I want a discrete UV map for
- Create a material for those faces (already created), assign just that area to the material with assign button
- Go to UV mapping interface, unwrap…looks lovely…next!
- Select next region of faces that I want a second map for, create a new material, assign just the new faces to the new material
- Create a new UV Map for the new section
- Unwrap the new section on the new UV map
Now here is where I get confused, and it may be that I’m doing something that isn’t necessary, but when I unwrap the new section on the new UV map…it unwraps fine but the faces from the previous UV map do not disappear (even though I have selected the new UV map below). I have to physically move them off of the “map” area to the left by pressing Ctrl-I and grabbing them over.
So all in all, I’m getting the areas I want UV mapped…but I cannot figure out why I cannot exclude those faces previously mapped from displaying in the UV editing window on new UV maps. If I export the maps, they aren’t there because I have drug them out of the light grey mapping area, but I’m confused as the mechanic of why they still show in the editor window.
Thanks in advance. Any explanation would be helpful!