Multiple textures from one UV Map

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How to create multiple texture faces.

In second life Meshes can have up to 8 texturizable areas,
so called texture faces.
And each texture face can be assigned to a different texture.
So, we do not need to put all texture information into just one single image.
But how can we configure Blender to create a separate texture
for each of the object's texture faces?
In this tutorial i show you how to achieve that.
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This is great - was looking for instruction on this...will have to watch several times to really get it. Thanks, Gaia!

TheJemmaGrl
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After hours on trying to figure out how Gaia implemented multiple textures on one object, I finally figured it out! There is no UV map needed for uploading to SL. The steps she has pointed out involving the creation of separate materials for textures acts like individual faces in SL. For example, Gaia created three material slots for her kettle.When uploaded to SL, these material slots are the "faces" that can be individually textured within the 'Texture' tab in the 'Edit' menu. *Continued above

knarp
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Even though the mesh is ONE object, creating material slots "created" SL texture faces. The importance of creating your own mesh seams becomes very important if you want to "create" individual SL faces on a mesh object.
Another thing to note: The steps Gaia showed us led to the creation of three UV maps pertaining to the three material slots. If needed, save the UV maps after the baking process to be further worked on in Photoshop/Gimp.
I hope this explains some things!

knarp
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Well explained video and exceptionally helpful. Thank you for taking the time to make it.

RetoxMedia
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Very helpful and informative, but I notice that you already had your textures available in your "world". That could be a confusing roadblock to new Blender users who may not know how to get the textures loaded to where they are already available in the material selections. Would you consider making a tutorial showing how to do this, without omitting prerequisite steps?

valeriebellflower
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You are absolutely great! I'm learning so much by watching your videos :) thank you!!

vicio_shortshub
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Bro this is EPIC, sorry that I'm so late :) subbed

matka
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*One last tidbit*
You can also just save the UV map for each material directly: "UVs >> Export UV layout". Make sure to select/deselect the Material slot in question.

knarp
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Very helpful tutorial. But I do have a question. How do I prepare the uv map for second life? In other words. The tutorial doesn't cover preparing the uv map for uploading in second life. Do you have another tutorial that cover this subject?

MrLelandMaggs
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Hello Gaia, I got everything you said, but one quick question? how do i define in secondlife for the mesh to use mutiple textures? meaning, I got the object to map and bake correctly, but i have two textures now, as it was a complex build and could not fit everything onto the first image, what do i do if Secondlife objects only rely on 1 texture per mesh. i know you can put multiple textures onto a mesh when the mesh in blender is seperated by being different objects, but when it is whole?

MadeWar
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how did you assign textures directly from the materials button? Even if I open something first in the UV editor, it does not appear in the pick list for materials?

JoeyThomas
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Helped me thanks. I also liked the background music. 1 question if anyone can answer:
Why does 1 mesh have a limit of 8 uv maps?

doodledaddle
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This tutorial is about how to USE materials for the purpose and not about how to CREATE materials. Hence i used predefined materials:

- The kettle surface is made with a copper material from the "Blender Materials Repository" (please google that as i can not add links here)
- The kettle bottom is a simple material with just the color set to a dark brown.
- the kettle interior is an image based material, not sure from where i got the image.

Does that help ?

gaiaclary
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same question as Brent.. sorry but this completely lacks steps!

artifx