I’m trying to texture map a pretty simple object. I’ve followed some tutorials and managed to uv unwrap and texture the face of my object. The png I’m using has some transparency info. So what I want to do next is map all the other texture points onto a small part of my png which is transparent. That way when I export into my rendering engine I have a complete set of meaningful texture coordinates.
So a couple of questions.
My texture is black on transparent background, which means I can’t see it in the “uv image editor view” because it seems to be black on black… does it support transparency?
How do I get two seperate mapping meshes displayed on the same image?
I’ve read quite a bit on the mapping process now, but obviously I’m still missing something. After I have mapped the first 8 faces I try and do an ‘invert selection’ then unwrap. But then I seem to lose my original mapping…