Applying different colors to different textures or same object?

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KEP

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Message 7486 - Posted: 15 Jan 2008, 20:29:29 UTC

Anyone on the BURP message board who can tell me (and don\'t be fooled by the Tower of Hanoi animation) a total newbiee when it comes to creating 3D animation and using Blender 3D, how to apply different colors to different sides of a cube?

Also if not the same method can be used, how does one apply different colors to different textures?

I have tryed looking on the internet, but darn it there is just to many tutorials and now I\'ve been looking for hours and not really found what I was looking for, so can anyone here help me?
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Message 7487 - Posted: 16 Jan 2008, 0:36:45 UTC

OK, has now finally found out how to give each texture different colors. Now anyone here who can tell me how to make the textures visible when image has been rendered, they are more than welcome :) Really come out and tell me how to render the texture color instead of the boring original color of my object.
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Message 7488 - Posted: 16 Jan 2008, 2:23:28 UTC
Last modified: 16 Jan 2008, 2:57:38 UTC

The WikiBooks \"Blender 3D: Noob to Pro\" site has some good information on using Blender. It\'s also missing a lot of good information, but yeah... it\'s a place to start. They have a section on materials and textures, including how to add procedural textures to an object (procedural textures are generated by the computer -- like if you were to put a checkerboard pattern on a single box for the ground in your Hanoi, instead of using multiple cubes). They also have some information on UV Mapping, which allows you to \"wrap\" an image around an object, so it appears that you have drawn on the object itself. Somehow their \"basic\" UV mapping info isn\'t quite as basic as it could be, but...

Oh, and if you\'re following their UV tutorial and can\'t find the \"LSCM\" option in Blender, you\'ll need to select \"Unwrap (smart projections)\" instead. Once you\'ve selected it, change \"angle limit\" to 89, and turn off the \"Stretch to Boun\" box. That should give you similar results to theirs.
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Message 7489 - Posted: 16 Jan 2008, 5:40:42 UTC
Last modified: 16 Jan 2008, 5:43:35 UTC

You can also use vertex groups to put different materials onto each subset of the model vertices - or UV/vertex painting, which allows you to paint onto your 3D object with the mouse.
Last but not least you can use multitexturing with alphamapping along with the UV mapping that AC posted a link about to apply different looks onto different places on the model.

Personally I still have to figure out how to use multiple UV maps on a single model - or if it is even possible.

- it\'s all great fun to play with
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Message 7492 - Posted: 16 Jan 2008, 11:37:20 UTC

Here\'s a start - if you look in the Editing Buttons, you\'ll see a section that probably says \'1 Mat 1\' (or \'0 Mat 0\' if you have no material enabled). This means you are looking at material index 1 of 1 for that object.

Press \'New\' immediately below that box until it says \'x Mat 2\'.

Go into the Material Buttons and in the Links and Pipeline section you\'ll see a similar looking \'x Mat x\' section. If you change this by clicking left or right, it\'ll show you the material that is applied to all faces with that particular material index. The material may be shared by the index (it\'ll say a number greater than 1 to the right of the material name, just above the index). If you want to duplicate the material, press the numbered button. For each of the material indices you may want to choose very distinct materials to start with, so you can see which are applied to each face.

You\'ll find that all faces are automatically given material index 1. Go to the Editing Buttons and press right in the index box until you\'re looking at index 2. In Edit Mode, select some faces. If you now press \'Assign\' below the material index box, those faces will be assigned that particular material index, and hence that index\'s material.

Hope that helps - as the others said, there\'s probably much better information in the wiki and so on.
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Message 7495 - Posted: 16 Jan 2008, 12:48:44 UTC - in response to Message 7492.  

Here\'s a start - if you look in the Editing Buttons, you\'ll see a section that probably says \'1 Mat 1\' (or \'0 Mat 0\' if you have no material enabled). This means you are looking at material index 1 of 1 for that object.

Press \'New\' immediately below that box until it says \'x Mat 2\'.

Go into the Material Buttons and in the Links and Pipeline section you\'ll see a similar looking \'x Mat x\' section. If you change this by clicking left or right, it\'ll show you the material that is applied to all faces with that particular material index. The material may be shared by the index (it\'ll say a number greater than 1 to the right of the material name, just above the index). If you want to duplicate the material, press the numbered button. For each of the material indices you may want to choose very distinct materials to start with, so you can see which are applied to each face.

You\'ll find that all faces are automatically given material index 1. Go to the Editing Buttons and press right in the index box until you\'re looking at index 2. In Edit Mode, select some faces. If you now press \'Assign\' below the material index box, those faces will be assigned that particular material index, and hence that index\'s material.

Hope that helps - as the others said, there\'s probably much better information in the wiki and so on.


Well it did, so thanks a million. Now I\'m just a bit sad that I sat up untill 2 am last night, when it could infact be done so simple. So thanks a million. In fact I know about the wiki\'s but never have I seen it explained so easy and forward, so maybe you should make your own wiki about textures.

Thanks a lot my friend!
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Message boards : General talk : Applying different colors to different textures or same object?