LordStark Posted July 4, 2022 Report Share Posted July 4, 2022 Hi guys, For some reason I am not seeing what I expect to see based on the tutorial videos I have watched for UV mapping/texturing. I want to give my castle-type models and extra texture so that I can visually upgrade them with one texture used to represent the stronger wall versus one being used to represent the weaker one. Here are the steps I did. Do you have any advice? The aim is to retexture the main body of the building but leaving the roof and windows alone so I have marked seams to separate them. Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 4, 2022 Report Share Posted July 4, 2022 your mesh needs to be selected and unwrapped in edit mode, in order to get things to show up in blender, use nodes to apply an image texture to the material so you're not working blind Quote Link to comment Share on other sites More sharing options...
LordStark Posted July 4, 2022 Author Report Share Posted July 4, 2022 Thanks for your reply. Nodes sounds a little bit more complicated (I did a quick read up on them). I assume this is for more advanced artists? What I am trying to do is something that I have seen in video tutorials (but I can't keep up with what buttons they pressed or what they did). As far as I can tell they did not use nodes. Or could this be the step that I am missing completely? What I am expecting to happen is for part of my model (the model minus the roof and windows) to be selected. From there I should have my texture of black stone wall and a small box surrounding part of the texture. I can then scall this box up and down to change the density of the texture. So for example, if I make the box over the texture bigger the result will be that a larger part of the texture is projected onto the model (minus the roof and windows).If I scale the box smaller than a smaller part of the texture will be used to cover the same area. The large the selection box, the more detailed the castle wall looks. If I make the selection box small then the texture is stretched across the mesh. Can this be accomplished without nodes? Am I going about this the wrong way perhaps? My latest attempt looks like this: Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 4, 2022 Report Share Posted July 4, 2022 He means you should set up a material using material nodes. But you did so already, you just didn't switch to textured mode. The selections between the two windows are in sync, so you can select a face and only that one will appear on the left pane. You might also want to untriangulate your mesh using ALT+J. Careful about the roof, though. Quote Link to comment Share on other sites More sharing options...
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