A Texture should be associated with the Material and a texture Image (bitmap) assigned to that - although this won't be visible at present. This should be the base chair mesh with a Material assigned (with or without a Diffuse colour change from the default light grey). The process of adding a (UVW) 'map' to a mesh is called or referred to as "unwrapping", and is usually straightforward to do, especially since Blender has some handy and useful tools to make 'solid' (as in, 'good') UVW maps.įirst a reminder of progress so far. So what is a UVW 'map'?Įssentially it's a set of co-ordinates or information needed by both Blender and other 3D rendering (game) engines that tell them how an image is supposed to appear over the surfaces of a mesh, whether our chair looks like it's made of wood, metal, stone, and so on, this is called a 'map', or 'mapping'. Once the material, texture and image data is set up and sorted out the next step is to UVW 'map' the object so that texture image/s can be seen on the mesh. The final result is immediately visible in the bottom right view pane (Rendered).To get fully working models that can be used in games and 3D media projects we now need to turn our attention to UVW maps so objects display on their surfaces the images associated with materials. If you need to Rotate or change the Location of the image texture then use the other values available right next to Scale. Press SHIFT + A and select: Input/Texture Coordinatesġ4. Now, play with the X and Y value in the Scale section in the Mapping Node until you get the desired result. Connect the Vector in Mapping with the Vector in the Image Textureġ2. Hover your mouse on the Node Editor, press SHIFT + A, you will see a drop down menu: select VECTOR/MAPPING (for the purpose of this tutorial the Node Editor has been enlarged)ġ1. When more than 1 panel is open, remember to hover your mouse on the one you intend to use or it won’t work.ġ0. In the 3d Panel, switch back to Object Mode and select the method of display to Render. Once your Unwrap model is overlapping the image texture, click assign in the material tab.ĩ. If that’s the case, go to Object Mode again, right click your mesh, switch back to Edit Mode and press U. If you cannot see it, it means that your mesh has not been selected.
You will see the unwrapped version of your mesh appearing on top of the image texture in the UV Image Editor.
Select the image in the UV Image/Editor as well.ħ. At this stage click on open and add your texture image. A menu will appear: select Image Texture.Ħ. In the properties menu, select Material (the ball) first and then the far right corner of the color in the Surface section (not the white part) as illustrated by the yellow arrows in the picture below:ĥ. Go to the far right of the screen and switch the view to PropertiesĤ. In my case, it is the wall behind the person.Ĥ. Hover your mouse on the 3d View panel and select the mesh to be textured. To be able to see the nodes in the Node Editor make sure that Use Nodes and the Node Shaders are selected like in the picture below with the yellow highlights.ģ. The top one is the Node Editor, the bottom left is for the UV Image and the one on the bottom right is for the 3d View. Blender 2.79ġ. Change the view from Default to Compositing from the top menu (next to Help)Ģ.
This tutorial teaches you how to use Mapping in the Node Editor and it’s meant for intermediate learners.īeginner learners click here.
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