Overall color material and a texture map on the same object

Can I apply a material for an over all color and then apply a second material that uses a texture map only on certain faces?
The highlighted faces are where I would like to apply the texture map. The rest of the object is simply a color.
Right now the entire object is using a texture map.
Thanks in advance.

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Yes. You didn’t mention which render engine you’re using and no .blend with the texture, but having a texture with alpha transparency makes it easy to put textures on top of things in both render engines. Two materials aren’t probably necessary either.

Thanks for the replies.
Ultimately this model will be used in a game.
Sadly it will have to pass through 3D Max in order to export a file that the game can use.
For Now I am trying to figure out if I can maximize my texture map usage by only mapping the parts that need it.
Most of the interior cockpit will be one overall color.

I did manage to apply a second material with a texture map.
No idea why the texture part is faded.
And I am struggling with getting the colors to match.:spin:

Right now I am limited to a single 2048X2048.
I was hoping to limit the Alpha map usage.

You didn’t mention which render engine you’re using and no .blend with the texture, but having a texture with alpha transparency makes it easy to put textures on top of things in both render engines.

I really haven’t gotten very far into the render engine part of Blender. Most of my time is spent building parts.
So I’m going to guess it’s the default Render.

I still need a lot of work on figuring out the best method to Unwrap the model and was hoping to get the cockpit done as I think that may be the easiest part to unwrap.

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You don’t have to have alpha in the final. Here’s an example


Bottom viewport shows the first UV map I did. When you unwrap you always get texture coordinates for everything. In this case the textured areas are unwrapped flat (because those are what I selected) and the rest are scaled to a point (arrows).

I then exported 2048x2048 paint map with the UV layout to Gimp and put the gauges and display image in place, with the transparency. Then, brought that back to Blender, added black material for the display and green material for the console and both use the same texture. Then I added another UV map and packed them to a corner (wrong uv map visible on the top left viewport), added 1024x1024 image to them and baked the textures. This is the final diffuse color texture, which can be used by adding a single material and adding a texture (shown in the top right viewport).