I have a problem with UV mapping. When I UV map several faces of a mesh the rest of the mesh remains white when rendered. Is there a way to overcome this or does the whole mesh have to be UV mapped.
There is probably a much better way of doing this, but I usually just set the non-UV mapped faces to a different material group. (Edit buttons window, left hand panel)
Er, yes. Every face on the mesh must have a material assigned to it. I usually just assign a material to the whole mesh, then UV-map the stuff I want. Once done in the UV/Image Editor, I can assign the UV-mapped faces to a new material and apply the image in the texture buttons for the new material.