FIrst off Thank you in advance for your help.!
I have been trying to resolve this problem all evening.
I need to attach a image to the back side of this mesh while keeping the existing image on the front. I dont get how.
trouble shoot.png is attache to front of my mesh. Trouble Shoot back.png I want it to go on the back of the mesh but I dont get how to tell blender hey I want this to go here and that to go there
I dont see how this might be even implied. In the tutoirals it just seams like they imply they want the image to go
like somehow they magically unwrap the mesh a second time with it destroying the uv unwrap of The first mesh
Somehow faces on mesh are labled and this is somewhere indicated that they were labled and then I will tell Cycles that I want a certain image to be placed on that part of the image.
I have attached a blend file and the two images I want to put on them
I am doing somehting wrong. I did it all I think just as you said, but when I selct the face on the cube it shows up in the UV image editor but then when I add new materail and assign it it just puts it on the whole cube. Maybe i need to uninstal/reinstal ? but I think Im doing something wrong.
Look at picture again look in the Material box…Panel all the way to the right…There is a Materiale for every Face.
It sounds like you click a face then change color of the first material and click assign…?..It will fill the cube with the new color.
You need to add a new Materiale for every Face You want to assign Texture to.
Select a Face…In Materiale box click the little + top right…It add a new Materiale and will show a button Below ( New )…Click it.
It’s this Materiale You assign…Now Cube should have 2 color…It’s the 2 Materiale there are in Materiale box…
You don’t use the Mesh data panel for this.
OT.
It is very rare that an installation is the cause of something going wrong…It’s the last thing You shall do.
Another thing…You don’t need to install Blender…You can download the zip file and unpack it to a folder.
And run the Exe from there.
I did get an understanding how to select faces and assign a new materail to them. THANK YOU ! But now I need to have a sepearte uv image export with image editor for each set of faces so I can line the images up to the mesh.
How do I fasten a UV-Unwrap to a face and a material. I unwrap the tombstone mesh with Project UV bounds. Then I export UV layout. Use Photoshop to fit the pix to the UV export from blender and then I add it as an image texture to the material. All is good. Then I want to do the same thing for other parts of the mesh. I then will have full control of assigning images to parts of the mesh and the ability to fit them all on the mesh just right.
I could save the oject in a different file and make UV exports for each set of faces and then Apply each uv export to the material with “image texture” but if I need to make ajustments --what a pain that would be.
There must be a way to make seperate unwraps for the same mesh without it obliverating the first unwrap setup.
FOR IMAGE ABOVE: When I reset the UV with U and Reset it affects the material that I assigned to the first face. Somehow the UV image editor is affected or tied to a material but how ? HOw would I see what part of the mesh the UV image editor is tied to .
Good You get it…Then You are on Your way…A good advise is always keep it as simple a possible.
I will show You another picture…It’s the same cube all faces are Assigned to a Materiale…So no need to unwrap anything.
Materiale are a placeholder…To ad a texture/Picture…All You have to do is…In right panel - surface…Left click the little circle all the
way to the right in the Color tap/box…It will open a drop down panel…Select Image texture…Now there will be a open buttton.
Click it…And browse to Your Texture/picture…
First…Materiale box there are 4 Materiale…3 with Picture and 1 with a Diffuse color…First Materiale hold the UV.
All faces are assigned to that Materiale…Now when You select a face and assign it to a new Materiale…That Materiale
will use that Face from the Uv…Therfor no need to unwrap…
k…Look at the picture.
Left picture is how it look when You have added Picture to the Face…Only a part of the Picture are on the Face.
It need to be resize to fit…You do that in the Uv/Image Editor.
What You see…Is the image on top of the Uv.Map…There are 4 Faces 1 is orange that the Face the picture are on.
You can only see the corner of the picture…on that Face…It’s now time to resize the Face in Uv Editor so it will
fit the Face on the Cube as the other Picture do.
If You look in Uv Editor…There are 2 big Face there are outside the Uv area…And 4 face as they look when unwrapped
with…Smart UV Project.
The 2 big Face are the2 Picture I have resized to fit the Face…Face don’t need to be in the Uv area…
If it is understandable…I can show You how to resize.
My problem is when I try to unwrap my mesh it comes out like this:
When I unwrap it looks like this. If I could figure out how to Progect from UV bounds more than once then I could get my whole object unwrapped and I could fit my images onto the UV-IMAGE EXPORT. Maybe I need to make my mesh two objects then I could make sence of this.
The statment :
First…Materiale box there are 4 Materiale…3 with Picture and 1 with a Diffuse color…First Materiale hold the UV.
All faces are assigned to that Materiale…Now when You select a face and assign it to a new Materiale…That Materiale
will use that Face from the Uv…Therfor no need to unwrap… What if the face is shaped very funny and when I place the matrial on it its all crooked and backwards and upside down. ?
Today I watched a few videos. I am stll confused as to why the very first matereal I put on an obects covers ALL the faces.
I wonder if I can save a selection of faces for future use. ?
Today I made multiple UV maps for this mesh object by using the PLUS button in the object data section creating the UV maps ( highlited in my picture in green.)
Thanks for clueing me in on the UV maps
The Node UV map made the materail fit.
I have a world more to learn but at lease I can fit my images onto my mesh.
I have a thousand questions. Why does the first UV want to be on the whole mesh ? I did watch one video where they just made a first one like dummy to get it out of the way.
Any videos that are good please let me know
Keep in mind, first of all, that you need a material SLOT for each material that you want for that object. So if you have a cube, for example, and you want four different materials on various parts of your cube, then you need to create four material slots for that cube. Then you can assign a material (or texture) to each slot. These materials, in turn, can be new ones just for your cube, or they can be ANY material(s) that are already in your scene, most likely being used by some other object(s). So, in short, materials are part of the scene, and may be assigned to an opbject’s material slot(s), but the slots themselves are for the one object only. I had trouble at first getting this idea straight, but it helped a lot once I figured it out. Good luck.
But now I need to have a sepearte uv image export with image editor for each set of faces so I can line the images up to the mesh.
How do I fasten a UV-Unwrap to a face and a material. I unwrap the tombstone mesh with Project UV bounds. Then I export UV layout. Use Photoshop to fit the pix to the UV export from blender and then I add it as an image texture to the material. All is good. Then I want to do the same thing for other parts of the mesh. I then will have full control of assigning images to parts of the mesh and the ability to fit them all on the mesh just right.
Can’t see why You need this…???
When You unwrap and assign a Face to a Image/Picture…If it do not fit You use the UV/Image Editor to get it to fit.
I’m a Noob lot’s of thing I don’t know…
But I only export uvmap If I paint and Blender Texturepaint can’t do the job…It’s not very often Texture paint is very strong…