I’m going through some tutorials to learn UV mapping. The problem I have is that the textures don’t show up in the render. I read that you need to turn on the UV button in the material settings, but it won’t turn on! As soon as I press the button it pops back out again to the Orco one.
Then maybe there’s a point I should make clearer ?
Anyway, to use the UV button you must first uvmap the image, as you did, and still use that same image as an image_map texture in F6. The UV button still applies only to classic textures will now refer to the uv coordinates you gave to your object. This is great for bump mapping and consorts.
Now, a quick and dirty (and not as potent) way to make your uvmapped texture to show at render time is to check the Texface button in the material buttons F5 and then render.
Hope this help and give info if it was one of my pages please.
HI Jean, new to the site here and saw your info on UV Mapping. I am new to Blender and tried doing the tut you did. It worked up until changing drawtype to wire then couldnt see the face anymore. What version does it work on? I tried following another tut, (think it was yours) and things were different (way you get to the same result) but when I got to hitting the wkey subdivide was not on my version and i couldnt find it. I have the new version 2.27…thanks
I use the same color theme all thoughout the Blender section so the visitors could always know where they are. Since I speak of UV mapping on two occasions it could have been mine.
My tutorials work on 2.23 and up, at least, I never used Blender before 2.23
It worked up until changing drawtype to wire then couldnt see the face anymore. What version does it work on?
In ‘wire’ drawmode it is impossible to see the faces, only the wireframe. A little lower in the tutorial I speak about using ‘Draw Faces’ which indicates the faces by drawing a yellowish polygon at the center of them. Othewise, one has to come back in the shaded drawmode to really see one’s faces.
I tried following another tut, (think it was yours) and things were different (way you get to the same result) but when I got to hitting the wkey subdivide was not on my version and i couldnt find it. I have the new version 2.27…thanks
The shortcuts are context dependant : if you are in object mode (pink selection) Wkey will invoque the ‘booleans’ (also called CSG) dialog. You must go in edition mode with TAB, the one that shows you the individual vertices, and then Wkey will show you ‘subdivide’ at the top of the dialog that pops up. Select at least two vertices of one edge and it’ll get subdivided.
ughh I posted a whole reply to this and hit submit and it brouhgt me back to login page grrrr. This is the fifth time trying to post…I got smart and copied this so I can just paste lol Here we go again…I am a she not a he…common mistake with a few of my different nics I use I had it in edit mode when using the w key and I get a list but nothing with subdevide. I don’t have a custom built 2.27 I only know how to use proggys not build them lol. Only thing different I might have you dont is an add on to blender vrml2exporter.py made by Rick @ vrmlworld.net…but that wouldnt have anything to do with the proggy itself. This is a mysetry to me too and I will try it again when I have time. Maybe my comp is playing tricks on me
Umm are there no woman memebers here? Ok now I’m getting the right thing with Wkey. I guess I was in face mode which doenst give you subdevide etc. I am very new to this so am trying to take it all in. I notice now the Wkey gives me different things in edite mode and normal mode also. Also didnt see anything about W key on your box tut so must have been on someone else’s tut. I am however getting stuck at ("do a selection by color on the white part and fill in that selection with a color of your choice)
ps the reason I have gave u guys that link is if you need a vrml2exporter thats where one is available. I chat currently at CT (cybertown) and need it to upload with…if I can figure out uvmapping…because the exporter doesnt recognize anything that isnt a mesh and normal textures.
[quote="IamInnocentNow, a quick and dirty (and not as potent) way to make your uvmapped texture to show at render time is to check the Texface button in the material buttons F5 and then render.
You said that it was the quick and dirty way and yes it does work. What is the correct way and btw I know that English is not your native language but its the “Edit mode” not the “Editon mode” But that is a very minor point.
It’s hard to guess for everybody although I get a lot of mail with questions on UV mapping…
My feeling is that the ‘from window’ projection mode gets used at least 80% of the time.
For the heavier cases export in .obj format to UVmapper to make a grid/template, painting in Photoshop, the Gimp… etc on the grid back into Blender, touching up…