Hi,
I have an image with lots of textureson it (wood, metal, rope…).
I cannot edit the image so it is only the texture I want, it must stay as a sheet of all the textures.
The model I am uv mapping is a LOT bigger than the texture Im trying to use.
So, my question is :
How can I tell Blender to only use part of the image to UVMap the entire model?
You can Scale selected UVs to fit any portion of the image as well. All three transforms are available for UVs – translation, rotation & scale. If your UV seams are chosen along texture divisions, you can move linked UVs (“islands”) all at once. Check the Manual for details on UV selection & manipulation.
Sorry, but none of these are solutions to my problem.
Let me explain a little more.
I have a ship I want to put timber planks on the side of.
The texture I am supposed to use has been given to me in a sheet of many textures.
I cannot disect the images, they must be kept in the one sheet.
The timber texture is a very short and wide plank.
I want o put several planks deep in each poly.
If I stretch the poly so it only covers half the plank (which I would normally do so it repeats to cover the entire poly) it starts to include other parts of the texture sheet which I do not want.
The best I can do, with what I know, is to have only one plank deep in each poly and that means the planks would be several feet wide when applied to the ship. Planks, as we know, are not that wide.
I have attached pics to show what I mean.
Any expoerts got an answer for this yet?
It is very important and I cannot work it out.
Is Blender capable of doing this? I would assume so, but maybe I’ll have to use Maya to get the job done. (not knowing a single thing about how to use maya could be a bit of an issue… but hey, I cant do the job in blender anyway so…)