I have a (large) texture, and I want to make a bunch of models each mapped to a small piece of the texture.
So the way I attempted to do this is by setting the texture as a background image, making the models, and then individually UV mapping them.
The problem is, I have to approximate the positioning when doing the mapping, which leads to small imperfections in the seams between the models.
What I need is to be able to exactly match the position between the model and the background image, and the UV coordinates and the image, but I have no idea how to do this.
Can anybody help? Sorry if the question is not clear, I find it difficult to explain.
The best way to do it is to use IMAGE PLAIN ADDON. Just enable it by going into User preferences >> Addons.
This allows you to import an image (plain automatically resize according to image size) into blender with automatic uv mapping. (Import option is in FILE >> Import >> Image as Plain.
Now , you can add edge loops, extrude faces. Just make sure that after adding first edge loop. Press f6 for the menu and select “Correct UV’s” .
You’ll need to adjust the sides of the mesh after extrusion, but the model will remain perfect from the front.
A few issues though.
Firstly, I can’t click “correct UVs”. I also tried to do this from preferences, and same problem… it just won’t check the box, although it’s not greyed out.
Secondly, it is essential that all the different bits are actually separate objects, can this be done while preserving the mapping, and if so how?