Texturing a soccer jersey

Fitting to the ongoing european championship in soccer I would like to texture a soccer jersey. I’m a bit stuck with the part on how to add details such as badges or the countries crests. In general badges or crests are not fabric but made of a plastic material.

How can I add a plastic material only to a badge or crest on the jersey?

Since badges or crests are too intricate I assume that simply assigning a different material to a specific part of the mesh is not the right way?

With masking?You can make a general polyester material with the basic color for the jeresy and masking the badges or whatever on the jersey.

here a tutorial,shirt start at min 2

Thank your for the taking the time to reply @pixelgrip !

I’ve watched this tutorial before, pretty cool one :slight_smile: but I fear I’m still too noobish to get it instantly.

I understand how the seams are being masked with the color ramp but how is that supposed to work with a badge that is not uniform in color? If we look for example at the crest of England it contains mostly blue but also red portions … + I would like to create an additional plastic material for the badges, not just have the badge look like a decal on the jersey.

Is the right way to approach this to model the badges & crest, UV unwrap them and assign them specific materials and then join these models to the jersey mesh?

You would essentially have the logo in black and white and a color version. The black and white “mask” texture image will get plugged into a factor input of a mix shader, the color logo texture would get plugged into a principled shader then the principled shader plugged into the bottom slot of the mix shader ant the jersey texture plugged into the top slot of the mix shader.

What @FlyingBanana wrote is right.However if you want a printed look,not a decal look then you have to multiply your RGB logo texture with the “polyester mesh” texture.
This way the logo becomes the mesh tex.

You can use the method from the video tutorial,and instead of the decal use your Logo texture.As sayed multiplied with the mesh texture(in the tut called cloth detail tex min 2.25 )

here a example on a cube


on the left is a logo i found in the net.Since the backround of the logo is almost black,i used a math node with greather then,to use everything thats greather as the black value (0.002) is 1 for the mask.

Since a jersey consists of multiple details like crest, stripes and badges I assume that for every one of those details I need to mix them in with another Mix Shader. I managed to mix in the Manchester United logo but don’t understand why it also appears on the other side of the mesh …

I tried to add the chevrolet logo as another decal but failed to do so … got literally tangled up with the nodes…

Could someone please look at my .blend file and tell me what I am doing wrong?

Would be much appreciated … I feel like this is all essential knowledge I need to finally understand.

texturing tests.blend (4.9 MB)

I have looked into the blendfile.The reason for the logo on the back was the chest UV needed to be rotated by 180 degree.Because the Unwraped mesh from the backside was over the logo.

I made some changes with the nodes to get a unifyed fabric bump over the logo too.


texturing tests2.blend (4.9 MB)

Thanks @pixelgrip. How do I mix in another decal, for example for the chevrolet logo?

I’m a bit confused with the UV maps … only when the “Chrest” UV map is active things look properly.

Another decal…depents on your textures you have.If your decal has that alpha transparency,then its easy to use the alpha as fac to mix it like the MU logo in the blendfile.

If you switch to another UV map then the unwraped UV from that active map are displayed for editing.you can see the UVs in edit mode if you select all faces as example.

After the switch you have to select the texture you are use for the map then,here a example

Yes I have the chevrolet texture as .png.

If I would need more than 8 decals on the jersey that would not be possible since we can only have 8 UV maps? …

Yes and No.Yes if you only work with different UV maps.No because you can masking more as one texture inside your material.Like my cube example is one UV map with masking the logo in.

Not sure if I explained it correctly… what I mean is basically what you see in this screenshot:

The first UV map with the unwrap for the jersey is selected and we see the corresponding UV unwrap in the UV editor. However it is overlayed with a giant version of the crest …

What blendfile is this,yours or my edited?
You need to make sure,that the textures using the right UV map.

The screenshot above your post was from my blendfile.

Ok I understand now! I had the UV from a texture coordinate plugged into the mapping node that caused the trouble.

Could you please share with me how the node setup would look like to get the jersey fabric pattern with a decal on top of it? I’m clearly doing something wrong and don’t know what …


texturing tests.blend (4.9 MB)

You have pluged the bump node into the principled shader without color (the 30 scaled one).thats wrong.
you dont need two shader for this.just plug the bump output into the normal inputs of the shader that should become that bump.

I changed it again,like before

here a version with only one princpled shader.the colors are mixed with the mixRGB node and the alpha from the logo as masking factor.


same method with mixRGB.I added a chevrolet logo with its alpha masking to the jersey and adjusted the placement with the mapping node.

texturing tests(4).blend (4.9 MB)

Thanks so much for your support @pixelgrip!
Really think I’m learning something here.

  1. Basically bump nodes can all be combined together before feeding them into a material?

  2. Regarding your last example: If one would want the logos look like decals however it would be necessary to give each texture a shader, correct?
    (I tried to optimize my node setup but didn’t see the possibility to take away any material nodes …)

Current look (the fabric shader is very basic, need to create a better one)

Yes you can combine the bumpnodes,but you need careful too not overdone it that the overall mix gets to heavy,since it adds the bumps on each other.

As you can see my example with the MixRGB nodes,you can masking each color in.This way you dont need that much shader.
The shader method however can be a bit easyer because the bumps getting masked out with it.(if you dont mix the bumps)

If you want to mask out the bumps for the MixRGB method,then you have to mask out the bump maps like the colors (in case you want different bump results for each decal).

You dont have to mix always the bumps together,only if you need.In example if you want the fabric mesh mixed with the decal,like the decal is printed on the jersey.

Both Mix methods have its pro and cons,what ever works for you.

But in case I want the decal look like plastic on top of the fabric I would need shaders for each decal, correct?
Because your example with the mixRGB gives a printed decal look. That’s because you mixed the color information of the texture with the fabric shader, correct?

Yes(and NO because you can mix the maps with mixRGB too) and yes i have mixed the bump from the fabric with the decal.
As said, its just how you mix the maps.You can mix your bumpmap with the alpha in MixRGB node too.Especially if you have a alpha for masking ,its quite easy to mix them ,either with the shader mix,or the mix RGB.

You can build both methods everytime,its just about what works for you.Both methods are valid.If you understand how to mix with masking factor, then it gets easyer with practice.
Your last result looks not that bad.

I don’t understand it tbh … could you please share an example node setup?

I was asking because I thought I could improve the performance of the shader by reducing the amount of material nodes in the shader.

What I also don’t understand is why I can’t increase the depth of the Manchester United logo when increasing the distance of the bump node …