2 UV's one material?

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2 UV's one material?

Postby bnewton81 » Sun Mar 20, 2011 11:37 am

before you direct me to a tutorial let me tell you that I more than likely have read it countless times. Is it possible to assign 2 textures to a mesh without the use of a stencil? I can never get the 2 uvmaps to function separately. One always effects the other in some way even when they are not overlapping uv coordinates. I guess part of the reason it is so hard to get a straight answer to this question is that it is a very difficult to describe.

This UV texture issue is the single largest impediment to me and has been for almost a year. Everything else seems very manageable to me
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Re: 2 UV's one material?

Postby andylegate » Sun Mar 20, 2011 5:25 pm

If you want to apply different textures to different areas (faces) on one single mesh or object, then yes, follow my tutorial here:

http://dusty.homeunix.net/wiki/Multiple ... gle_Object

Keep in mind, what you are doing is assigning a material to a UV Channel. Then you make ANOTHER material and assign it to a DIFFERENT UV channel. It's spelled out quite clearly in my tutorial.
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Re: 2 UV's one material?

Postby dendwaler » Mon Mar 21, 2011 12:20 am

let us try a different approch then.

select the mesh you want textured with a second material.

I assume that one material is already applied on all faces.

1) Go into face mode selection.

2) select the faces you want to have a different material.

3) Press "P" to part these faces from the original mesh.

4) Tab out of your first mesh and select the second "parted mesh"

5) Go into the editing panel(F9) and look for the link and material panel.

6) Delete the existing material.
7) after deleting press on "new"

8) now you can assign a second material asociated with onother texture and still use the same uv map!

9) when ready , go into object mode and join the two seperated meshes to 1 mesh again.
by selecting the seperated mesh first and the original mesh as second.

10) press "CTRL J" to join it again.





This will work but is only one of several ways to do it.

I advise you to look into the outliner window during this process,
you can exactly see which material is assigned and which texture is assigned to that material.

Once you understand what is happening you will succeed in finding what went wrong in the past.

I think you try to overwrite the material with another texture , instead of deleting and assigning to build up a new material.
Last edited by dendwaler on Mon Mar 21, 2011 12:57 am, edited 1 time in total.
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Re: 2 UV's one material?

Postby Luna » Mon Mar 21, 2011 12:53 am

uh that is two materials to one object not two textures to one material like asked.

But why do you want to do that? Can't you make one UV texture by combining them both?
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Re: 2 UV's one material?

Postby dendwaler » Mon Mar 21, 2011 1:09 am

But why do you want to do that?

Because a material can be build up with several textures.
If you have a "grunge "wall that is one texture.
you can add a figure on one face of the wall by "multiplying" only that face with a second texture.
if you want a second different figure on a different face ( place ) on the wall than you use a third texure which shares the same first background texture.
So you need two materials where the first layer of the material is the same and the second texture different on both materials.
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Re: 2 UV's one material?

Postby Luna » Mon Mar 21, 2011 1:51 am

dendwaler wrote:
But why do you want to do that?

Because a material can be build up with several textures.
If you have a "grunge "wall that is one texture.
you can add a figure on one face of the wall by "multiplying" only that face with a second texture.
if you want a second different figure on a different face ( place ) on the wall than you use a third texure which shares the same first background texture.
So you need two materials where the first layer of the material is the same and the second texture different on both materials.


In that case they use the same UV coodinates while bnewton81 mentioned

Is it possible to assign 2 textures to a mesh without the use of a stencil? I can never get the 2 uvmaps to function separately. One always effects the other in some way even when they are not overlapping uv coordinates.
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Re: 2 UV's one material?

Postby dendwaler » Mon Mar 21, 2011 2:14 am

In that case they use the same UV coodinates while bnewton81 mentioned

yes i know, but he is the one who does it wrong, not me.

I wait for his next question.
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Re: 2 UV's one material?

Postby bnewton81 » Mon Mar 21, 2011 11:57 am

How did i know i would get a link to Andy's tut? Probably because it is the best tut I've seen on the subject. Maybe my ADD is making this harder than it should be. I will go back over that tutorial step by step. The last time i probably skipped a step or something. I had thought of separating meshes before to accomplish this, but had always been advised against it. Photoshop really ruined me for blender. I know look at everything through a "Photoshop Workflow Lens" If that makes any sense at all.
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Re: 2 UV's one material?

Postby bnewton81 » Mon Mar 21, 2011 12:35 pm

Ok Andy, I tried your tut again. Everything made perfect sense. BUT when i try to unwrap the second area into the UV Editor I can not get rid of the first texture. It is maddening. I did everything step by step. Ok, I just fixed the problem, but only buy clicking the triangle in the outliner. The one that is next to the mesh object. As far as i can tell all this does is switch you from edit mode to object mode, but somehow it allowed me to change the Image in the UV Editor window. Before i pressed it, I could make no changes to the UV editor. Maybe this is just a software issue, but i tend to lean toward pilot error 99.999% of the time. I may do a video step by step and post a link in a minute so that someone can tell me what I'm doing wrong.
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Re: 2 UV's one material?

Postby bnewton81 » Mon Mar 21, 2011 12:40 pm

Because a material can be build up with several textures.
If you have a "grunge "wall that is one texture.
you can add a figure on one face of the wall by "multiplying" only that face with a second texture.
if you want a second different figure on a different face ( place ) on the wall than you use a third texure which shares the same first background texture.
So you need two materials where the first layer of the material is the same and the second texture different on both materials.


That is exactly what I am trying to do. I know there are different ways to go about this, but I would like to be able to do everything on one material without flattening all my textures into one image in photoshop. I may very well want to add a single blemish to only one face which is already textured with a tile texture. I don't very well want that blemish to be repeated onto every face, which would be the effect of flattening the textures together in photoshop.
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