2 UV's one material?

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Re: 2 UV's one material?

Postby andylegate » Tue Mar 22, 2011 2:44 am

I most likely need to add a step in my tutorial to help. When you are trying to UV Edit the 2nd (or other) UV mapping channel, you need to make sure that's the one you are on. You do this by going to Edit Mode, and the Edit panel. Where you see your UV channels listed, you need to click on 2 little squares next to that channel, like in this picture below:

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The red arrow on the left is pointing to them. That way when you open up your UV Editor, you'll be working on those faces that are assigned to that UV channel, and the texture with it.
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Re: 2 UV's one material?

Postby bnewton81 » Tue Mar 22, 2011 4:32 am

I thought that was the purpose of those 2 squares. So do those squares have anything to do with the final render? I always got confused because there is one called (something render UV or other) and i'd think (but i want both to render), but if they are just used to edit that makes it much easier to understand.
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Re: 2 UV's one material?

Postby andylegate » Tue Mar 22, 2011 5:14 am

No, they don't control which get's rendered, and are used for editing only. Both will get rendered. Just do not forget to give each channel a unique name, and then back in the Material Tab, make sure you point that material to that UV channel:

Image

You use the same name where my arrow is pointing that you gave the UV channel. That makes sure that material uses that UV Channel.

So do you see now? You can give one object like 14 different materials, each with it's own texture, and UV Map each face on the object if you want. Cyan did that with a lot of their complex objects. This way, you can use high detailed textures individually, instead of trying to "skin" the object with one big texture that has different things on it.
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Re: 2 UV's one material?

Postby bnewton81 » Tue Mar 22, 2011 10:23 am

Exactly the explanation I needed! I think I finally understand. Seems to me that UV textures are a lot like layers in photoshop. At least they function similarly. Thanks a lot Andy!
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