Hello, I am trying to place a simple texture on an unwrapped rectangle. I selected all, but when I apply the texture, I only seem to see it on that one small rectangle. That looks strange (not solid gold like the rest). I have tried many ways to select that strange looking rectangle.
I think what is happening is the texture is only being applied to the small rectangle not the entire mesh.
I am mainly a C4D guy (body paint, projection man, ect) , but I have been tasked to build some .json models for a project, and three.js is the only program that I have that will work.
I am at a stand still, and really need some help to get that one section that looks like fine polkadot selected so I can place the texture properly on the model.
The 3D viewport in textured shading mode (alt+Z) shows what is assigned to the UV’s in UV/Image editor, it’s called face assigned textures. Currently there is nothing behind the UV’s.
For rendering, and if you want to export the model with materials, you would need to set up a material and add a material assigned texture to it.
Material setup and its texture using UV coordinates and influencing material color. Right click on the image and choose ‘view image’ to view it bigger.
Switching the viewport from multitexture to GLSL would show the material assigned textures along with shading in textured viewport shading mode, so it needs a lamp there too.
You have all components to have a render. Place uvs on image as fit and since there is a default material probably already present, add texture with mapping set to UVs.
That dotted face is just the currently active face.
Rather than everyone having to use guesswork just post a link to your blend file and texture. Your screenshots miss out huge swathes of important information. This you should be doing by default for ALL support questions